vo_gpu/vo_gpu_next: enable gpu shader and icc cache by default

4502522a7a changed the way mpv handled and
saved cached files. In particular, it made a separate boolean option for
actually enabling cache and left the *-dir options as purely just a path
(i.e. having a dir set didn't mean you save cache). This technically
regressed people's configs, so let's just turn the cache on by default.
Linux users already expect random stuff in ~/.cache and well everyone
else can just live with some files possibly appearing in their config
directory.
This commit is contained in:
Dudemanguy 2023-07-04 14:48:03 -05:00
parent d6a6901090
commit 48e0ee9979
4 changed files with 13 additions and 9 deletions

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@ -82,6 +82,8 @@ Interface changes
- change `--slang` default from blank to `auto`
- add `--input-cursor-passthrough` option to allow pointer events to completely
passthrough the mpv window
- icc and gpu-shader cache are now saved by default (use --no-icc-shader-cache and
--no-gpu-shader-cache to disable)
--- mpv 0.35.0 ---
- add the `--vo=gpu-next` video output driver, as well as the options
`--allow-delayed-peak-detect`, `--builtin-scalers`,

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@ -6720,10 +6720,10 @@ them.
``--icc-cache``
Store and load 3D LUTs created from the ICC profile on disk in the
cache directory. This can be used to speed up loading, since LittleCMS
2 can take a while to create a 3D LUT. Note that these files contain
uncompressed LUTs. Their size depends on the ``--icc-3dlut-size``, and
can be very big.
cache directory (Default: ``yes``). This can be used to speed up loading,
since LittleCMS 2 can take a while to create a 3D LUT. Note that these
files contain uncompressed LUTs. Their size depends on the
``--icc-3dlut-size``, and can be very big.
NOTE: This is not cleaned automatically, so old, unused cache files may
stick around indefinitely.
@ -6868,11 +6868,11 @@ them.
This option might be silently removed in the future.
``--gpu-shader-cache``
Store and load compiled GLSL shaders in the cache directory. Normally, shader
compilation is very fast, so this is not usually needed. It mostly matters
for GPU APIs that require internally recompiling shaders to other languages,
for example anything based on ANGLE or Vulkan. Enabling this can improve
startup performance on these platforms.
Store and load compiled GLSL shaders in the cache directory (Default: ``yes``).
Normally, shader compilation is very fast, so this is not usually needed.
It mostly matters for GPU APIs that require internally recompiling shaders to
other languages, for example anything based on ANGLE or Vulkan. Enabling this
can improve startup performance on these platforms.
NOTE: This is not cleaned automatically, so old, unused cache files may
stick around indefinitely.

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@ -516,5 +516,6 @@ const struct m_sub_options mp_icc_conf = {
.size_str = "64x64x64",
.intent = MP_INTENT_RELATIVE_COLORIMETRIC,
.use_embedded = true,
.cache = true,
},
};

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@ -327,6 +327,7 @@ static const struct gl_video_opts gl_video_opts_def = {
.scene_threshold_high = 10.0,
},
.early_flush = -1,
.shader_cache = true,
.hwdec_interop = "auto",
};