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/>.
*/
#include <libavutil/hwcontext_drm.h>
#include <sys/mman.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 <unistd.h>
#include "config.h"
#if HAVE_VAAPI
#include <va/va_drmcommon.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 "sub/draw_bmp.h"
#include "video/fmt-conversion.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 "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 "linux-dmabuf-unstable-v1.h"
#include "viewporter.h"
#if HAVE_WAYLAND_PROTOCOLS_1_27
#include "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 osd_buffer {
struct vo *vo;
struct wl_buffer *buffer;
struct wl_list link;
struct mp_image image;
size_t size;
};
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;
struct wl_list osd_buffer_list;
struct wl_shm_pool *osd_shm_pool;
uint8_t *osd_shm_data;
int osd_shm_width;
int osd_shm_stride;
int osd_shm_height;
struct osd_buffer *osd_buffer;
struct mp_draw_sub_cache *osd_cache;
struct mp_osd_res screen_osd_res;
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;
uint32_t drm_format;
uint64_t drm_modifier;
};
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,
};
static void osd_buffer_handle_release(void *data, struct wl_buffer *wl_buffer)
{
struct osd_buffer *osd_buf = data;
wl_list_remove(&osd_buf->link);
if (osd_buf->buffer) {
wl_buffer_destroy(osd_buf->buffer);
osd_buf->buffer = NULL;
}
talloc_free(osd_buf);
}
static const struct wl_buffer_listener osd_buffer_listener = {
osd_buffer_handle_release,
};
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
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 bool vaapi_drm_format(struct vo *vo, struct mp_image *src)
{
bool format = false;
#if HAVE_VAAPI
struct priv *p = vo->priv;
VADRMPRIMESurfaceDescriptor desc = {0};
uintptr_t id = vaapi_surface_id(src);
VADisplay display = ra_get_native_resource(p->ctx->ra, "VADisplay");
VAStatus status = vaExportSurfaceHandle(display, id, VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME_2,
VA_EXPORT_SURFACE_COMPOSED_LAYERS | VA_EXPORT_SURFACE_READ_ONLY, &desc);
if (!CHECK_VA_STATUS(vo, "vaExportSurfaceHandle()")) {
/* invalid surface warning => composed layers not supported */
if (status == VA_STATUS_ERROR_INVALID_SURFACE)
MP_VERBOSE(vo, "vaExportSurfaceHandle: composed layers not supported.\n");
goto done;
}
p->drm_format = desc.layers[0].drm_format;
p->drm_modifier = desc.objects[0].drm_format_modifier;
format = true;
done:
close_file_descriptors(desc);
#endif
return 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.
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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.
2023-02-09 20:04:19 +00:00
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.
2023-02-09 20:04:19 +00:00
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.
2023-02-09 20:04:19 +00:00
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.
2023-02-09 20:04:19 +00:00
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;
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.
2023-02-09 20:04:19 +00:00
id = (uintptr_t)object.fd;
return id;
}
static bool drmprime_drm_format(struct vo *vo, struct mp_image *src)
{
struct priv *p = vo->priv;
struct AVDRMFrameDescriptor *desc = (AVDRMFrameDescriptor *)src->planes[0];
if (!desc)
return false;
// Just check the very first layer/plane.
p->drm_format = desc->layers[0].format;
int object_index = desc->layers[0].planes[0].object_index;
p->drm_modifier = desc->objects[object_index].format_modifier;
return 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
static void drmprime_dmabuf_importer(struct buffer *buf, struct mp_image *src,
struct zwp_linux_buffer_params_v1 *params)
{
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
}
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 bool drm_format_check(struct vo *vo, struct mp_image *src)
{
struct priv *p = vo->priv;
switch(p->hwdec_type) {
case HWDEC_VAAPI:
return vaapi_drm_format(vo, src);
case HWDEC_DRMPRIME:
return drmprime_drm_format(vo, src);
}
return false;
}
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 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 destroy_osd_buffers(struct vo *vo)
{
if (!vo->wl)
return;
// Remove any existing buffer before we destroy them.
wl_surface_attach(vo->wl->osd_surface, NULL, 0, 0);
wl_surface_commit(vo->wl->osd_surface);
struct priv *p = vo->priv;
struct osd_buffer *osd_buf, *tmp;
wl_list_for_each_safe(osd_buf, tmp, &p->osd_buffer_list, link) {
wl_list_remove(&osd_buf->link);
munmap(osd_buf->image.planes[0], osd_buf->size);
if (osd_buf->buffer) {
wl_buffer_destroy(osd_buf->buffer);
osd_buf->buffer = NULL;
}
}
}
static struct osd_buffer *osd_buffer_check(struct vo *vo)
{
struct priv *p = vo->priv;
struct osd_buffer *osd_buf;
wl_list_for_each(osd_buf, &p->osd_buffer_list, link) {
return osd_buf;
}
return NULL;
}
static struct osd_buffer *osd_buffer_create(struct vo *vo)
{
struct priv *p = vo->priv;
struct osd_buffer *osd_buf = talloc_zero(vo, struct osd_buffer);
osd_buf->vo = vo;
osd_buf->size = p->osd_shm_height * p->osd_shm_stride;
mp_image_set_size(&osd_buf->image, p->osd_shm_width, p->osd_shm_height);
osd_buf->image.planes[0] = p->osd_shm_data;
osd_buf->image.stride[0] = p->osd_shm_stride;
osd_buf->buffer = wl_shm_pool_create_buffer(p->osd_shm_pool, 0,
p->osd_shm_width, p->osd_shm_height,
p->osd_shm_stride, WL_SHM_FORMAT_ARGB8888);
if (!osd_buf->buffer) {
talloc_free(osd_buf);
return NULL;
}
wl_list_insert(&p->osd_buffer_list, &osd_buf->link);
wl_buffer_add_listener(osd_buf->buffer, &osd_buffer_listener, osd_buf);
return osd_buf;
}
static struct osd_buffer *osd_buffer_get(struct vo *vo)
{
struct osd_buffer *osd_buf = osd_buffer_check(vo);
if (osd_buf) {
return osd_buf;
} else {
return osd_buffer_create(vo);
}
}
static void create_shm_pool(struct vo *vo)
{
struct vo_wayland_state *wl = vo->wl;
struct priv *p = vo->priv;
int stride = MP_ALIGN_UP(vo->dwidth * 4, 16);
size_t size = vo->dheight * stride;
int fd = vo_wayland_allocate_memfd(vo, size);
if (fd < 0)
return;
uint8_t *data = mmap(NULL, size, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0);
if (data == MAP_FAILED)
goto error1;
struct wl_shm_pool *pool = wl_shm_create_pool(wl->shm, fd, size);
if (!pool)
goto error2;
close(fd);
destroy_osd_buffers(vo);
if (p->osd_shm_pool)
wl_shm_pool_destroy(p->osd_shm_pool);
p->osd_shm_pool = pool;
p->osd_shm_width = vo->dwidth;
p->osd_shm_height = vo->dheight;
p->osd_shm_stride = stride;
p->osd_shm_data = data;
return;
error2:
munmap(data, size);
error1:
close(fd);
}
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 priv *p = vo->priv;
struct mp_rect src;
struct mp_rect dst;
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;
create_shm_pool(vo);
// 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, &p->screen_osd_res);
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, &p->screen_osd_res);
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);
wp_viewport_set_destination(wl->osd_viewport, vo->dwidth, vo->dheight);
wl_subsurface_set_position(wl->osd_subsurface, 0 - dst.x0, 0 - dst.y0);
set_viewport_source(vo, src);
}
static bool draw_osd(struct vo *vo, struct mp_image *cur, double pts)
{
struct priv *p = vo->priv;
struct mp_osd_res *res = &p->screen_osd_res;
bool draw = false;
struct sub_bitmap_list *sbs = osd_render(vo->osd, *res, pts, 0, mp_draw_sub_formats);
if (!sbs)
return draw;
struct mp_rect act_rc[1], mod_rc[64];
int num_act_rc = 0, num_mod_rc = 0;
if (!p->osd_cache)
p->osd_cache = mp_draw_sub_alloc(p, vo->global);
struct mp_image *osd = mp_draw_sub_overlay(p->osd_cache, sbs, act_rc,
MP_ARRAY_SIZE(act_rc), &num_act_rc,
mod_rc, MP_ARRAY_SIZE(mod_rc), &num_mod_rc);
if (!osd || !num_mod_rc)
goto done;
for (int n = 0; n < num_mod_rc; n++) {
struct mp_rect rc = mod_rc[n];
int rw = mp_rect_w(rc);
int rh = mp_rect_h(rc);
void *src = mp_image_pixel_ptr(osd, 0, rc.x0, rc.y0);
void *dst = cur->planes[0] + rc.x0 * 4 + rc.y0 * cur->stride[0];
memcpy_pic(dst, src, rw * 4, rh, cur->stride[0], osd->stride[0]);
}
draw = true;
done:
talloc_free(sbs);
return draw;
}
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;
struct osd_buffer *osd_buf;
double pts;
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);
pts = frame->current->pts;
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 mp_image *src = mp_image_new_ref(frame->current);
buf = buffer_get(vo, src);
osd_buf = osd_buffer_get(vo);
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->w,
buf->image->h);
if (osd_buf && osd_buf->buffer) {
if (draw_osd(vo, &osd_buf->image, pts)) {
wl_surface_attach(wl->osd_surface, osd_buf->buffer, 0, 0);
wl_surface_damage_buffer(wl->osd_surface, 0, 0, osd_buf->image.w,
osd_buf->image.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.
2023-02-09 20:04:19 +00:00
}
}
static void flip_page(struct vo *vo)
{
struct vo_wayland_state *wl = vo->wl;
wl_surface_commit(wl->video_surface);
wl_surface_commit(wl->osd_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 *img)
{
struct priv *p = vo->priv;
// If we have a supported format but no hw_subfmt, this
// is probably handle_force_window. Consider it valid.
if (is_supported_fmt(img->params.imgfmt) && img->params.hw_subfmt == IMGFMT_NONE)
goto done;
if (!drm_format_check(vo, img)) {
MP_ERR(vo, "Unable to get drm format from hardware decoding!\n");
return VO_ERROR;
}
if (!ra_compatible_format(p->ctx->ra, p->drm_format, p->drm_modifier)) {
MP_ERR(vo, "Format '%s' with modifier '(%016lx)' is not supported by"
" the compositor.\n", mp_tag_str(p->drm_format), p->drm_modifier);
return VO_ERROR;
}
done:
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 int control(struct vo *vo, uint32_t request, void *data)
{
struct priv *p = vo->priv;
int events = 0;
int ret;
switch (request) {
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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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.
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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.
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destroy_buffers(vo);
destroy_osd_buffers(vo);
if (p->osd_shm_pool)
wl_shm_pool_destroy(p->osd_shm_pool);
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.
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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");
wl_list_init(&p->buffer_list);
wl_list_init(&p->osd_buffer_list);
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.
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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();
p->hwdec_ctx = (struct ra_hwdec_ctx) {
.log = p->log,
.global = p->global,
.ra_ctx = p->ctx,
};
ra_hwdec_ctx_init(&p->hwdec_ctx, vo->hwdec_devs, NULL, true);
// Loop through hardware accelerated formats and only request known
// supported formats.
for (int i = IMGFMT_VDPAU_OUTPUT; i < IMGFMT_AVPIXFMT_START; ++i) {
if (is_supported_fmt(i)) {
struct hwdec_imgfmt_request params = {
.imgfmt = i,
.probing = false,
};
ra_hwdec_ctx_load_fmt(&p->hwdec_ctx, vo->hwdec_devs, &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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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!\n");
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
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,
.reconfig2 = 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),
};