mpv/video/out/vo_opengl.c

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/*
* This file is part of MPlayer.
*
* Based on vo_gl.c by Reimar Doeffinger.
*
* MPlayer 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.
*
* MPlayer 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 MPlayer; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*
* 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.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <stdbool.h>
#include <assert.h>
#include <libavutil/common.h>
#include "config.h"
#include "talloc.h"
#include "common/common.h"
#include "misc/bstr.h"
#include "common/msg.h"
#include "options/m_config.h"
#include "vo.h"
#include "video/mp_image.h"
#include "sub/osd.h"
#include "gl_common.h"
#include "gl_utils.h"
#include "gl_hwdec.h"
#include "gl_osd.h"
#include "filter_kernels.h"
#include "video/hwdec.h"
#include "gl_video.h"
#include "gl_lcms.h"
struct gl_priv {
struct vo *vo;
struct mp_log *log;
MPGLContext *glctx;
GL *gl;
struct gl_video *renderer;
struct gl_lcms *cms;
struct gl_hwdec *hwdec;
struct mp_hwdec_info hwdec_info;
// Options
struct gl_video_opts *renderer_opts;
struct mp_icc_opts *icc_opts;
int use_glFinish;
int waitvsync;
int use_gl_debug;
int allow_sw;
int swap_interval;
int current_swap_interval;
int dwm_flush;
char *backend;
int vo_flipped;
int frames_rendered;
unsigned int prev_sgi_sync_count;
// check-pattern sub-option; for testing/debugging
int opt_pattern[2];
int last_pattern;
int matches, mismatches;
};
// Always called under mpgl_lock
static void resize(struct gl_priv *p)
{
struct vo *vo = p->vo;
MP_VERBOSE(vo, "Resize: %dx%d\n", vo->dwidth, vo->dheight);
struct mp_rect src, dst;
struct mp_osd_res osd;
vo_get_src_dst_rects(vo, &src, &dst, &osd);
gl_video_resize(p->renderer, vo->dwidth, -vo->dheight, &src, &dst, &osd);
vo->want_redraw = true;
}
static void check_pattern(struct vo *vo, int item)
{
struct gl_priv *p = vo->priv;
int expected = p->opt_pattern[p->last_pattern];
if (item == expected) {
p->last_pattern++;
if (p->last_pattern >= 2)
p->last_pattern = 0;
p->matches++;
} else {
p->mismatches++;
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MP_WARN(vo, "wrong pattern, expected %d got %d (hit: %d, mis: %d)\n",
expected, item, p->matches, p->mismatches);
}
}
static void flip_page(struct vo *vo)
{
struct gl_priv *p = vo->priv;
GL *gl = p->gl;
if (p->glctx->is_active && !p->glctx->is_active(p->glctx))
return;
mpgl_lock(p->glctx);
p->glctx->swapGlBuffers(p->glctx);
p->frames_rendered++;
if (p->frames_rendered > 5 && !p->use_gl_debug)
gl_video_set_debug(p->renderer, false);
if (p->use_glFinish)
gl->Finish();
if (p->waitvsync || p->opt_pattern[0]) {
if (gl->GetVideoSync) {
unsigned int n1 = 0, n2 = 0;
gl->GetVideoSync(&n1);
if (p->waitvsync)
gl->WaitVideoSync(2, (n1 + 1) % 2, &n2);
int step = n1 - p->prev_sgi_sync_count;
p->prev_sgi_sync_count = n1;
MP_DBG(vo, "Flip counts: %u->%u, step=%d\n", n1, n2, step);
if (p->opt_pattern[0])
check_pattern(vo, step);
} else {
MP_WARN(vo, "GLX_SGI_video_sync not available, disabling.\n");
p->waitvsync = 0;
p->opt_pattern[0] = 0;
}
}
if (p->glctx->DwmFlush) {
p->current_swap_interval = p->glctx->DwmFlush(p->glctx, p->dwm_flush,
p->swap_interval,
p->current_swap_interval);
}
mpgl_unlock(p->glctx);
}
static void draw_image_timed(struct vo *vo, mp_image_t *mpi,
struct frame_timing *t)
{
struct gl_priv *p = vo->priv;
video: move display and timing to a separate thread The VO is run inside its own thread. It also does most of video timing. The playloop hands the image data and a realtime timestamp to the VO, and the VO does the rest. In particular, this allows the playloop to do other things, instead of blocking for video redraw. But if anything accesses the VO during video timing, it will block. This also fixes vo_sdl.c event handling; but that is only a side-effect, since reimplementing the broken way would require more effort. Also drop --softsleep. In theory, this option helps if the kernel's sleeping mechanism is too inaccurate for video timing. In practice, I haven't ever encountered a situation where it helps, and it just burns CPU cycles. On the other hand it's probably actively harmful, because it prevents the libavcodec decoder threads from doing real work. Side note: Originally, I intended that multiple frames can be queued to the VO. But this is not done, due to problems with OSD and other certain features. OSD in particular is simply designed in a way that it can be neither timed nor copied, so you do have to render it into the video frame before you can draw the next frame. (Subtitles have no such restriction. sd_lavc was even updated to fix this.) It seems the right solution to queuing multiple VO frames is rendering on VO-backed framebuffers, like vo_vdpau.c does. This requires VO driver support, and is out of scope of this commit. As consequence, the VO has a queue size of 1. The existing video queue is just needed to compute frame duration, and will be moved out in the next commit.
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GL *gl = p->gl;
if (p->glctx->is_active && !p->glctx->is_active(p->glctx)) {
if (mpi)
gl_video_skip_image(p->renderer, mpi);
return;
}
if (p->vo_flipped)
mp_image_vflip(mpi);
mpgl_lock(p->glctx);
video: move display and timing to a separate thread The VO is run inside its own thread. It also does most of video timing. The playloop hands the image data and a realtime timestamp to the VO, and the VO does the rest. In particular, this allows the playloop to do other things, instead of blocking for video redraw. But if anything accesses the VO during video timing, it will block. This also fixes vo_sdl.c event handling; but that is only a side-effect, since reimplementing the broken way would require more effort. Also drop --softsleep. In theory, this option helps if the kernel's sleeping mechanism is too inaccurate for video timing. In practice, I haven't ever encountered a situation where it helps, and it just burns CPU cycles. On the other hand it's probably actively harmful, because it prevents the libavcodec decoder threads from doing real work. Side note: Originally, I intended that multiple frames can be queued to the VO. But this is not done, due to problems with OSD and other certain features. OSD in particular is simply designed in a way that it can be neither timed nor copied, so you do have to render it into the video frame before you can draw the next frame. (Subtitles have no such restriction. sd_lavc was even updated to fix this.) It seems the right solution to queuing multiple VO frames is rendering on VO-backed framebuffers, like vo_vdpau.c does. This requires VO driver support, and is out of scope of this commit. As consequence, the VO has a queue size of 1. The existing video queue is just needed to compute frame duration, and will be moved out in the next commit.
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if (mpi)
gl_video_upload_image(p->renderer, mpi);
gl_video_render_frame(p->renderer, 0, t);
video: move display and timing to a separate thread The VO is run inside its own thread. It also does most of video timing. The playloop hands the image data and a realtime timestamp to the VO, and the VO does the rest. In particular, this allows the playloop to do other things, instead of blocking for video redraw. But if anything accesses the VO during video timing, it will block. This also fixes vo_sdl.c event handling; but that is only a side-effect, since reimplementing the broken way would require more effort. Also drop --softsleep. In theory, this option helps if the kernel's sleeping mechanism is too inaccurate for video timing. In practice, I haven't ever encountered a situation where it helps, and it just burns CPU cycles. On the other hand it's probably actively harmful, because it prevents the libavcodec decoder threads from doing real work. Side note: Originally, I intended that multiple frames can be queued to the VO. But this is not done, due to problems with OSD and other certain features. OSD in particular is simply designed in a way that it can be neither timed nor copied, so you do have to render it into the video frame before you can draw the next frame. (Subtitles have no such restriction. sd_lavc was even updated to fix this.) It seems the right solution to queuing multiple VO frames is rendering on VO-backed framebuffers, like vo_vdpau.c does. This requires VO driver support, and is out of scope of this commit. As consequence, the VO has a queue size of 1. The existing video queue is just needed to compute frame duration, and will be moved out in the next commit.
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// The playloop calls this last before waiting some time until it decides
// to call flip_page(). Tell OpenGL to start execution of the GPU commands
// while we sleep (this happens asynchronously).
gl->Flush();
if (p->use_glFinish)
gl->Finish();
mpgl_unlock(p->glctx);
}
static void draw_image(struct vo *vo, mp_image_t *mpi)
{
draw_image_timed(vo, mpi, NULL);
}
static int query_format(struct vo *vo, int format)
{
struct gl_priv *p = vo->priv;
if (!gl_video_check_format(p->renderer, format))
return 0;
return 1;
}
static void video_resize_redraw_callback(struct vo *vo, int w, int h)
{
struct gl_priv *p = vo->priv;
gl_video_resize_redraw(p->renderer, w, -h);
}
static int reconfig(struct vo *vo, struct mp_image_params *params, int flags)
{
struct gl_priv *p = vo->priv;
mpgl_lock(p->glctx);
if (!mpgl_reconfig_window(p->glctx, flags)) {
mpgl_unlock(p->glctx);
return -1;
}
if (p->glctx->register_resize_callback) {
p->glctx->register_resize_callback(vo, video_resize_redraw_callback);
}
resize(p);
gl_video_config(p->renderer, params);
p->vo_flipped = !!(flags & VOFLAG_FLIPPING);
mpgl_unlock(p->glctx);
return 0;
}
static void request_hwdec_api(struct gl_priv *p, const char *api_name)
{
if (p->hwdec)
return;
mpgl_lock(p->glctx);
p->hwdec = gl_hwdec_load_api(p->vo->log, p->gl, api_name);
gl_video_set_hwdec(p->renderer, p->hwdec);
if (p->hwdec)
p->hwdec_info.hwctx = p->hwdec->hwctx;
mpgl_unlock(p->glctx);
}
static void call_request_hwdec_api(struct mp_hwdec_info *info,
const char *api_name)
{
struct vo *vo = info->load_api_ctx;
assert(&((struct gl_priv *)vo->priv)->hwdec_info == info);
video: move display and timing to a separate thread The VO is run inside its own thread. It also does most of video timing. The playloop hands the image data and a realtime timestamp to the VO, and the VO does the rest. In particular, this allows the playloop to do other things, instead of blocking for video redraw. But if anything accesses the VO during video timing, it will block. This also fixes vo_sdl.c event handling; but that is only a side-effect, since reimplementing the broken way would require more effort. Also drop --softsleep. In theory, this option helps if the kernel's sleeping mechanism is too inaccurate for video timing. In practice, I haven't ever encountered a situation where it helps, and it just burns CPU cycles. On the other hand it's probably actively harmful, because it prevents the libavcodec decoder threads from doing real work. Side note: Originally, I intended that multiple frames can be queued to the VO. But this is not done, due to problems with OSD and other certain features. OSD in particular is simply designed in a way that it can be neither timed nor copied, so you do have to render it into the video frame before you can draw the next frame. (Subtitles have no such restriction. sd_lavc was even updated to fix this.) It seems the right solution to queuing multiple VO frames is rendering on VO-backed framebuffers, like vo_vdpau.c does. This requires VO driver support, and is out of scope of this commit. As consequence, the VO has a queue size of 1. The existing video queue is just needed to compute frame duration, and will be moved out in the next commit.
2014-08-12 21:02:08 +00:00
// Roundabout way to run hwdec loading on the VO thread.
// Redirects to request_hwdec_api().
vo_control(vo, VOCTRL_LOAD_HWDEC_API, (void *)api_name);
}
static bool get_and_update_icc_profile(struct gl_priv *p, int *events)
{
if (p->icc_opts->profile_auto) {
MP_VERBOSE(p, "Querying ICC profile...\n");
bstr icc = bstr0(NULL);
int r = p->glctx->vo_control(p->vo, events, VOCTRL_GET_ICC_PROFILE, &icc);
if (r != VO_NOTAVAIL) {
if (r == VO_FALSE) {
MP_WARN(p, "Could not retrieve an ICC profile.\n");
} else if (r == VO_NOTIMPL) {
MP_ERR(p, "icc-profile-auto not implemented on this platform.\n");
}
gl_lcms_set_memory_profile(p->cms, &icc);
}
}
struct lut3d *lut3d = NULL;
if (!gl_lcms_has_changed(p->cms))
return true;
if (gl_lcms_get_lut3d(p->cms, &lut3d) && !lut3d)
return false;
gl_video_set_lut3d(p->renderer, lut3d);
talloc_free(lut3d);
return true;
}
static void get_and_update_ambient_lighting(struct gl_priv *p, int *events)
{
int lux;
int r = p->glctx->vo_control(p->vo, events, VOCTRL_GET_AMBIENT_LUX, &lux);
if (r == VO_TRUE) {
gl_video_set_ambient_lux(p->renderer, lux);
}
if (r != VO_TRUE && p->renderer_opts->gamma_auto) {
MP_ERR(p, "gamma_auto option provided, but querying for ambient"
" lighting is not supported on this platform\n");
}
}
static bool reparse_cmdline(struct gl_priv *p, char *args)
{
struct m_config *cfg = NULL;
struct gl_priv *opts = NULL;
int r = 0;
// list of options which can be changed at runtime
#define OPT_BASE_STRUCT struct gl_priv
static const struct m_option change_otps[] = {
OPT_SUBSTRUCT("", renderer_opts, gl_video_conf, 0),
{0}
};
#undef OPT_BASE_STRUCT
if (strcmp(args, "-") == 0) {
opts = p;
} else {
const struct gl_priv *vodef = p->vo->driver->priv_defaults;
cfg = m_config_new(NULL, p->vo->log, sizeof(*opts), vodef, change_otps);
opts = cfg->optstruct;
r = m_config_parse_suboptions(cfg, "opengl", args);
}
if (r >= 0) {
mpgl_lock(p->glctx);
int queue = 0;
gl_video_set_options(p->renderer, opts->renderer_opts, &queue);
vo_set_flip_queue_params(p->vo, queue, opts->renderer_opts->interpolation);
p->vo->want_redraw = true;
mpgl_unlock(p->glctx);
}
talloc_free(cfg);
return r >= 0;
}
static int control(struct vo *vo, uint32_t request, void *data)
{
struct gl_priv *p = vo->priv;
switch (request) {
case VOCTRL_GET_PANSCAN:
return VO_TRUE;
case VOCTRL_SET_PANSCAN:
mpgl_lock(p->glctx);
resize(p);
mpgl_unlock(p->glctx);
return VO_TRUE;
case VOCTRL_GET_EQUALIZER: {
struct voctrl_get_equalizer_args *args = data;
mpgl_lock(p->glctx);
struct mp_csp_equalizer *eq = gl_video_eq_ptr(p->renderer);
bool r = mp_csp_equalizer_get(eq, args->name, args->valueptr) >= 0;
mpgl_unlock(p->glctx);
return r ? VO_TRUE : VO_NOTIMPL;
}
case VOCTRL_SET_EQUALIZER: {
struct voctrl_set_equalizer_args *args = data;
mpgl_lock(p->glctx);
struct mp_csp_equalizer *eq = gl_video_eq_ptr(p->renderer);
bool r = mp_csp_equalizer_set(eq, args->name, args->value) >= 0;
if (r)
gl_video_eq_update(p->renderer);
mpgl_unlock(p->glctx);
if (r)
vo->want_redraw = true;
return r ? VO_TRUE : VO_NOTIMPL;
}
case VOCTRL_SCREENSHOT_WIN:
mpgl_lock(p->glctx);
*(struct mp_image **)data = glGetWindowScreenshot(p->gl);
mpgl_unlock(p->glctx);
return true;
case VOCTRL_GET_HWDEC_INFO: {
struct mp_hwdec_info **arg = data;
*arg = &p->hwdec_info;
return true;
}
video: move display and timing to a separate thread The VO is run inside its own thread. It also does most of video timing. The playloop hands the image data and a realtime timestamp to the VO, and the VO does the rest. In particular, this allows the playloop to do other things, instead of blocking for video redraw. But if anything accesses the VO during video timing, it will block. This also fixes vo_sdl.c event handling; but that is only a side-effect, since reimplementing the broken way would require more effort. Also drop --softsleep. In theory, this option helps if the kernel's sleeping mechanism is too inaccurate for video timing. In practice, I haven't ever encountered a situation where it helps, and it just burns CPU cycles. On the other hand it's probably actively harmful, because it prevents the libavcodec decoder threads from doing real work. Side note: Originally, I intended that multiple frames can be queued to the VO. But this is not done, due to problems with OSD and other certain features. OSD in particular is simply designed in a way that it can be neither timed nor copied, so you do have to render it into the video frame before you can draw the next frame. (Subtitles have no such restriction. sd_lavc was even updated to fix this.) It seems the right solution to queuing multiple VO frames is rendering on VO-backed framebuffers, like vo_vdpau.c does. This requires VO driver support, and is out of scope of this commit. As consequence, the VO has a queue size of 1. The existing video queue is just needed to compute frame duration, and will be moved out in the next commit.
2014-08-12 21:02:08 +00:00
case VOCTRL_LOAD_HWDEC_API:
request_hwdec_api(p, data);
return true;
case VOCTRL_REDRAW_FRAME:
if (p->glctx->is_active && !p->glctx->is_active(p->glctx))
return true;
mpgl_lock(p->glctx);
gl_video_render_frame(p->renderer, 0, NULL);
mpgl_unlock(p->glctx);
return true;
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case VOCTRL_SET_COMMAND_LINE: {
char *arg = data;
return reparse_cmdline(p, arg);
2012-07-31 23:35:58 +00:00
}
case VOCTRL_RESET:
mpgl_lock(p->glctx);
gl_video_reset(p->renderer);
mpgl_unlock(p->glctx);
return true;
case VOCTRL_PAUSE:
mpgl_lock(p->glctx);
if (gl_video_showing_interpolated_frame(p->renderer))
vo->want_redraw = true;
mpgl_unlock(p->glctx);
return true;
}
mpgl_lock(p->glctx);
int events = 0;
int r = p->glctx->vo_control(vo, &events, request, data);
if (events & VO_EVENT_ICC_PROFILE_CHANGED) {
get_and_update_icc_profile(p, &events);
vo->want_redraw = true;
}
if (events & VO_EVENT_AMBIENT_LIGHTING_CHANGED) {
get_and_update_ambient_lighting(p, &events);
vo->want_redraw = true;
}
if (events & VO_EVENT_RESIZE)
resize(p);
if (events & VO_EVENT_EXPOSE)
vo->want_redraw = true;
vo_event(vo, events);
mpgl_unlock(p->glctx);
return r;
}
static void uninit(struct vo *vo)
{
struct gl_priv *p = vo->priv;
2014-12-03 21:37:39 +00:00
gl_video_uninit(p->renderer);
gl_hwdec_uninit(p->hwdec);
mpgl_uninit(p->glctx);
}
static int preinit(struct vo *vo)
{
struct gl_priv *p = vo->priv;
p->vo = vo;
p->log = vo->log;
int vo_flags = 0;
if (p->renderer_opts->alpha_mode == 1)
vo_flags |= VOFLAG_ALPHA;
if (p->use_gl_debug)
vo_flags |= VOFLAG_GL_DEBUG;
if (p->allow_sw)
vo->probing = false;
p->glctx = mpgl_init(vo, p->backend, vo_flags);
if (!p->glctx)
goto err_out;
p->gl = p->glctx->gl;
mpgl_lock(p->glctx);
if (p->gl->SwapInterval) {
p->gl->SwapInterval(p->swap_interval);
} else {
MP_VERBOSE(vo, "swap_control extension missing.\n");
}
p->current_swap_interval = p->swap_interval;
p->renderer = gl_video_init(p->gl, vo->log);
if (!p->renderer)
goto err_out;
gl_video_set_osd_source(p->renderer, vo->osd);
gl_video_set_output_depth(p->renderer, p->glctx->depth_r, p->glctx->depth_g,
p->glctx->depth_b);
int queue = 0;
gl_video_set_options(p->renderer, p->renderer_opts, &queue);
vo_set_flip_queue_params(p->vo, queue, p->renderer_opts->interpolation);
p->cms = gl_lcms_init(p, vo->log, vo->global);
if (!p->cms)
goto err_out;
gl_lcms_set_options(p->cms, p->icc_opts);
if (!get_and_update_icc_profile(p, &(int){0}))
goto err_out;
mpgl_unlock(p->glctx);
p->hwdec_info.load_api = call_request_hwdec_api;
p->hwdec_info.load_api_ctx = vo;
return 0;
err_out:
uninit(vo);
return -1;
}
#define OPT_BASE_STRUCT struct gl_priv
static const struct m_option options[] = {
OPT_FLAG("glfinish", use_glFinish, 0),
OPT_FLAG("waitvsync", waitvsync, 0),
OPT_INT("swapinterval", swap_interval, 0, OPTDEF_INT(1)),
OPT_INT("dwmflush", dwm_flush, 0, OPTDEF_INT(0)),
OPT_FLAG("debug", use_gl_debug, 0),
2013-07-21 23:21:39 +00:00
OPT_STRING_VALIDATE("backend", backend, 0, mpgl_validate_backend_opt),
OPT_FLAG("sw", allow_sw, 0),
OPT_INTPAIR("check-pattern", opt_pattern, 0),
OPT_SUBSTRUCT("", renderer_opts, gl_video_conf, 0),
OPT_SUBSTRUCT("", icc_opts, mp_icc_conf, 0),
{0},
};
#define CAPS VO_CAP_ROTATE90
const struct vo_driver video_out_opengl = {
.description = "Extended OpenGL Renderer",
.name = "opengl",
.caps = CAPS,
.preinit = preinit,
.query_format = query_format,
.reconfig = reconfig,
.control = control,
.draw_image = draw_image,
.draw_image_timed = draw_image_timed,
.flip_page = flip_page,
.uninit = uninit,
.priv_size = sizeof(struct gl_priv),
.options = options,
};
const struct vo_driver video_out_opengl_hq = {
.description = "Extended OpenGL Renderer (high quality rendering preset)",
.name = "opengl-hq",
.caps = CAPS,
.preinit = preinit,
.query_format = query_format,
.reconfig = reconfig,
.control = control,
.draw_image = draw_image,
.draw_image_timed = draw_image_timed,
.flip_page = flip_page,
.uninit = uninit,
.priv_size = sizeof(struct gl_priv),
.priv_defaults = &(const struct gl_priv){
.renderer_opts = (struct gl_video_opts *)&gl_video_opts_hq_def,
},
.options = options,
};