Commit Graph

33 Commits

Author SHA1 Message Date
wm4 292724538c video: remove some more hwdec legacy stuff
Finally get rid of all the HWDEC_* things, and instead rely on the
libavutil equivalents. vdpau still uses a shitty hack, but fuck the
vdpau code.

Remove all the now unneeded remains. The vdpau preemption thing was not
unused anymore; if someone cares this could probably be restored.
2017-12-02 04:53:55 +01:00
wm4 9f52a92899 video: move d3d.c out of decode sub directory
It makes more sense to have it in the general video directory (along
with vdpau.c and vaapi.c), since the decoder source files don't even
access it anymore.
2017-12-01 17:58:56 +01:00
wm4 7e87feaf15 vo_gpu: hwdec: remove redundant fields
The testing_only field is not referenced anymore with vaglx removed and
the previous commit dropping all uses.

The ra_hwdec_driver.api field became unused with the previous commit,
but all hwdec interop drivers still initialized it.

Since this touches highly OS-specific code, build regressions are
possible (plus the previous commit might break hw decoding at runtime).
At least hwdec_cuda.c still used the .api field, other than initializing
it.
2017-12-01 05:57:41 +01:00
wm4 ae7db6503b video: drop old D3D11/DXVA2 support
Now you need FFmpeg git, or something.

This also gets rid of the last real use of gpu_memcpy(). libavutil does
that itself. (vaapi.c still used it, but it was essentially unused,
because the code path isn't really in use anymore. It wasn't even
included due to the d3d-hwaccel dependency in wscript.)
2017-09-26 18:58:45 +02:00
James Ross-Gowan 75c0c06640 vo_gpu: convert windows/osx hwdecs/contexts to new API 2017-09-21 15:01:17 +02:00
wm4 c6fafbffac vo_opengl: separate hwdec context and mapping, port it to use ra
This does two separate rather intrusive things:

 1. Make the hwdec context (which does initialization, provides the
    device to the decoder, and other basic state) and frame mapping
    (getting textures from a mp_image) separate. This is more
    flexible, and you could map multiple images at once. It will
    help removing some hwdec special-casing from video.c.
 2. Switch all hwdec API use to ra. Of course all code is still
    GL specific, but in theory it would be possible to support other
    backends. The most important change is that the hwdec interop
    returns ra objects, instead of anything GL specific. This removes
    the last dependency on GL-specific header files from video.c.

I'm mixing these separate changes because both requires essentially
rewriting all the glue code, so better do them at once. For the same
reason, this change isn't done incrementally.

hwdec_ios.m is untested, since I can't test it. Apart from superficial
mistakes, this also requires dealing with Apple's texture format
fuckups: they force you to use GL_LUMINANCE[_ALPHA] instead of GL_RED
and GL_RG. We also need to report the correct format via ra_tex to
the renderer, which is done by find_la_variant(). It's unknown whether
this works correctly.

hwdec_rpi.c as well as vo_rpi.c are still broken. (I need to pull my
RPI out of a dusty pile of devices and cables, so, later.)
2017-08-10 21:24:31 +02:00
wm4 0754cbc83e d3d: add support for new libavcodec hwaccel API
Unfortunately quite a mess, in particular due to the need to have some
compatibility with the old API. (The old API will be supported only in
short term.)
2017-06-08 21:51:25 +02:00
wm4 1143f2877a d3d11: change mp_image plane pointer semantics
Until now, the texture pointer was stored in plane 1, and the texture
array index was in plane 2. Move this down to plane 0 and plane 1. This
is to align it to the new WIP D3D11 decoding API in Libav, where we
decided that there is no reason to avoid setting plane 0, and that it
would be less weird to start at plane 0.
2017-05-04 01:13:03 +02:00
wm4 35498d5957 vo_opengl: hwdec_d3d11egl: make it work with some ANGLE DLL versions
What a fucking waste of time. It depends on with which headers you
compile as well, so the situation is worse and more confusing than
you'd think. God knows what brain fart made them change the numeric
ID without changing the extension name or any other ways to keep
ABI-compatibility and without any warning.
2017-02-27 15:40:11 +01:00
wm4 6b3d682f4e vo_opengl: hwdec_d3d11egl: fix ANGLE fallback define
This was a typo in the extensiuon spec and was probably always broken.
Could have led to broken builds when used with ancient ANGLE headers
(or possibly generic EGL headers).
2016-11-23 01:09:19 +01:00
James Ross-Gowan 3751065f97 win32: build with -DINITGUID
We always want to use __declspec(selectany) to declare GUIDs, but
manually including <initguid.h> in every file that used GUIDs was
error-prone. Since all <initguid.h> does is define INITGUID and include
<guiddef.h>, we can remove all references to <initguid.h> and just
compile with -DINITGUID to get the same effect.

Also, this partially reverts 622bcb0 by re-adding libuuid.a to the
build, since apparently some GUIDs (such as GUID_NULL) are not declared
in the source file, even when INITGUID is set.
2016-09-28 21:38:52 +10:00
wm4 ae94f329a9 vo_opengl: hwdec: reset hw_subfmt field
In theory, mp_image_params with hw_subfmt set to non-0 if imgfmt is not
a hwaccel format is invalid. (It worked fine because nothing checks this
yet.)
2016-07-15 13:04:17 +02:00
wm4 9ca1592f3f d3d: implement screenshots for --hwdec=d3d11va
No method of taking a screenshot was implemented at all. vo_opengl
lacked window screenshotting, because ANGLE doesn't allow reading the
frontbuffer. There was no way to read back from a D3D11 texture either.

Implement reading image data from D3D11 textures. This is a low-quality
effort to get basic screenshots done. Eventually there will be a better
implementation: once we use AVHWFramesContext natively, the readback
implementation will be in libavcodec, and will be able to cache the
staging texture correctly. Hopefully. (For now it doesn't even have a
AVHWFramesContext for D3D11 yet. But the abstraction is more appropriate
for this purpose.)
2016-06-28 20:38:53 +02:00
wm4 17c5738cb4 d3d: merge angle_common.h into d3d.h
OK, this was dumb. The file didn't have much to do with ANGLE, and the
functionality can simply be moved to d3d.c. That file contains helpers
for decoding, but can always be present (on Windows) since it doesn't
access any D3D specific libavcodec APIs. Thus it doesn't need to be
conditionally built like the actual hwaccel wrappers.
2016-06-28 20:07:56 +02:00
wm4 3682df2dd5 vo_opengl: hwdec_d3d11egl: remove ES2 swizzle special-case
This was somehow done under the assumption that ANGLE would somehow
always use RG in ES2 mode. But there's no basis for this. Even if ANGLE
supports NV12 textures with drivers that do not allow for texture_rg,
this cas eis too obscure to worry about. So do the robust and correct
thing instead, and disable this code if texture_rg is not available.
2016-06-13 16:15:57 +02:00
wm4 262ceca731 vo_opengl: fix d3d11 hardware decoding probing on Windows 7
Although D3D11 video decoding is unuspported on Windows 7, the
associated APIs almost work. Where they fail is texture creation, where
we try to create D3D11_BIND_DECODER surfaces. So specifically try to
detect this situation.

One issue is that once the hwdec interop is created, the damage is done,
and it can't use another backend (because currently only 1 hwdec backend
is supported). So that's where we prevent attempts to use it.

It still can fail when trying to use d3d11va-copy (since that doesn't
require an interop backend), but at that point we don't care anymore -
dxva2(-copy) is tried before that anyway.
2016-06-09 11:18:36 +02:00
wm4 7373158703 vo_opengl: hwdec_d3d11egl: remove broken code on error path
If ID3D11Device_QueryInterface fails, "multithread" will be set to NULL.
The _Release would just make it crash with a null pointer deref.
2016-06-08 12:57:14 +02:00
wm4 0348cd080f video: remove d3d11 video processor use from OpenGL interop
We now have a video filter that uses the d3d11 video processor, so it
makes no sense to have one in the VO interop code. The VO uses it for
formats not directly supported by ANGLE (so the video data is converted
to a RGB texture, which ANGLE can take in).

Change this so that the video filter is automatically inserted if
needed. Move the code that maps RGB surfaces to its own inteorp backend.
Add a bunch of new image formats, which are used to enforce the new
constraints, and to automatically insert the filter only when needed.

The added vf mechanism to auto-insert the d3d11vpp filter is very dumb
and primitive, and will work only for this specific purpose. The format
negotiation mechanism in the filter chain is generally not very pretty,
and mostly broken as well. (libavfilter has a different mechanism, and
these mechanisms don't match well, so vf_lavfi uses some sort of hack.
It only works because hwaccel and non-hwaccel formats are strictly
separated.)

The RGB interop is now only used with older ANGLE versions. The only
reason I'm keeping it is because it's relatively isolated (uses only
existing mechanisms and adds no new concepts), and because I want to be
able to compare the behavior of the old code with the new one for
testing. It will be removed eventually.

If ANGLE has NV12 interop, P010 is now handled by converting to NV12
with the video processor, instead of converting it to RGB and using the
old mechanism to import that as a texture.
2016-05-29 19:00:55 +02:00
wm4 8ff96f0216 hwdec_d3d11egl: call ID3D11DeviceContext::Flush
This must be called if a texture shared between D3D devices is updated.

Often enough, the shared devices will be the same device, but ANGLE
forces using shared surfaces. I suppose there is no guarantee the driver
will do the expected thing. Internally, the driver could for example not
insert the required barriers before the shared texture is used.
2016-05-24 14:30:15 +02:00
wm4 4e5f1ec00e vo_opengl: d3d11egl: enable "required" GLSL extensions
ANGLE doesn't handle this very strictly. But if they change this in the
future, it shouldn't brick us.

Not quite happy with this glsl_extensions fields, but it is quite
unintrusive after all.
2016-05-19 12:02:08 +02:00
wm4 b46eaa3b43 vo_opengl: d3d11egl: enable direct nv12 sampling on ES 3.x
ANGLE was missing texture() overloads in the shader compiler for
GL_TEXTURE_EXTERNAL_OES textures. Support has been added upstream,
so we can use it now.
2016-05-19 10:43:57 +02:00
wm4 cb694ffd8e vo_opengl: d3d11egl: support full range YUV
MSDN documents this as "Introduced in Windows 8.1.". I assume on Windows
7 this field will simply be ignored. Too bad for Windows 7 users.

Also, I'm not using D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235 and
D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255, because these are apparently
completely missing from the MinGW headers. (Such a damn pain.)
2016-05-11 15:40:31 +02:00
wm4 7983cda5bf vo_opengl: d3d11egl: don't require EGL_EXT_device_query
Older ANGLE builds don't export this.

This change is really only for convenience, and I might revert it at
some later point.
2016-05-11 15:40:31 +02:00
wm4 fde20d10bc vo_opengl: angle: dynamically load ANGLE
ANGLE is _really_ annoying to build. (Requires special toolchain and a
recent MSVC version.) This results in various issues with people
having trouble to build mpv against ANGLE (apparently linking it
against a prebuilt binary doesn't count, or using binaries from
potentially untrusted sources is not wanted).

Dynamically loading ANGLE is going to be a huge convenience. This commit
implements this, with special focus on keeping it source compatible to
a normal build with ANGLE linked at build-time.
2016-05-11 15:39:29 +02:00
wm4 a3d416c3d3 vo_opengl: d3d11egl: native NV12 sampling support
This uses EGL_ANGLE_stream_producer_d3d_texture_nv12 and related
extensions to map the D3D textures coming from the hardware decoder
directly in GL.

In theory this would be trivial to achieve, but unfortunately ANGLE does
not have a mechanism to "import" D3D textures as GL textures. Instead,
an awkward mechanism via EGL_KHR_stream was implemented, which involves
at least 5 extensions and a lot of glue code. (Even worse than VAAPI EGL
interop, and very far from the simplicity you get on OSX.)

The ANGLE mechanism so far supports only the NV12 texture format, which
means 10 bit won't work. It also does not work in ES3 mode yet. For
these reasons, the "old" ID3D11VideoProcessor code is kept and used as a
fallback.
2016-05-10 21:06:34 +02:00
wm4 b0b01aa250 vo_opengl: refactor how hwdec interop exports textures
Rename gl_hwdec_driver.map_image to map_frame, and let it fill out a
struct gl_hwdec_frame describing the exact texture layout. This gives
more flexibility to what the hwdec interop can export. In particular, it
can export strange component orders/permutations and textures with
padded size. (The latter originating from cropped video.)

The way gl_hwdec_frame works is in the spirit of the rest of the
vo_opengl video processing code, which tends to put as much information
in immediate state (as part of the dataflow), instead of declaring it
globally. To some degree this duplicates the texplane and img_tex
structs, but until we somehow unify those, it's better to give the hwdec
state its own struct. The fact that changing the hwdec struct would
require changes and testing on at least 4 platform/GPU combinations
makes duplicating it almost a requirement to avoid pain later.

Make gl_hwdec_driver.reinit set the new image format and remove the
gl_hwdec.converted_imgfmt field.

Likewise, gl_hwdec.gl_texture_target is replaced with
gl_hwdec_plane.gl_target.

Split out a init_image_desc function from init_format. The latter is not
called in the hwdec case at all anymore. Setting up most of struct
texplane is also completely separate in the hwdec and normal cases.

video.c does not check whether the hwdec "mapped" image format is
supported. This should not really happen anyway, and if it does, the
hwdec interop backend must fail at creation time, so this is not an
issue.
2016-05-10 18:42:42 +02:00
wm4 46fff8d31a video: refactor how VO exports hwdec device handles
The main change is with video/hwdec.h. mp_hwdec_info is made opaque (and
renamed to mp_hwdec_devices). Its accessors are mainly thread-safe (or
documented where not), which makes the whole thing saner and cleaner. In
particular, thread-safety rules become less subtle and more obvious.

The new internal API makes it easier to support multiple OpenGL interop
backends. (Although this is not done yet, and it's not clear whether it
ever will.)

This also removes all the API-specific fields from mp_hwdec_ctx and
replaces them with a "ctx" field. For d3d in particular, we drop the
mp_d3d_ctx struct completely, and pass the interfaces directly.

Remove the emulation checks from vaapi.c and vdpau.c; they are
pointless, and the checks that matter are done on the VO layer.

The d3d hardware decoders might slightly change behavior: dxva2-copy
will not use the VO device anymore if the VO supports proper interop.
This pretty much assumes that any in such cases the VO will not use any
form of exclusive mode, which makes using the VO device in copy mode
unnecessary.

This is a big refactor. Some things may be untested and could be broken.
2016-05-09 20:03:22 +02:00
wm4 f56555b514 vo_opengl: EGL: fix hwdec probing
If ANGLE was probed before (but rejected), the ANGLE API can remain
"initialized", and eglGetCurrentDisplay() will return a non-NULL
EGLDisplay. Then if a native GL context is used, the ANGLE/EGL API will
then (apparently) keep working alongside native OpenGL API. Since GL
objects are just numbers, they'll simply fail to interact, and OpenGL
will get invalid textures. For some reason this will result in black
textures.

With VAAPI-EGL, something similar could happen in theory, but didn't in
practice.
2016-05-05 13:38:08 +02:00
James Ross-Gowan 622bcb0e37 win32: replace libuuid.a usage with initguid.h
Including initguid.h at the top of a file that uses references to GUIDs
causes the GUIDs to be declared globally with __declspec(selectany). The
'selectany' attribute tells the linker to consolidate multiple
definitions of each GUID, which would be great except that, in Cygwin
and MinGW GCC 6.1, this method of linking makes the GUIDs conflict with
the ones declared in libuuid.a.

Since initguid.h obsoletes libuuid.a in modern compilers that support
__declspec(selectany), add initguid.h to all files that use GUIDs and
remove libuuid.a from the build.

Fixes #3097
2016-05-01 21:10:24 +10:00
wm4 9cb036f297 vo_opengl: d3d11egl: minor simplification
This should be ok. eglBindTexImage() just associates the texture, and
does not make a copy (not even a conceptual one).
2016-04-27 14:35:24 +02:00
wm4 0b1ba577b1 vo_opengl: d3d11egl: print warning on unsupported colorspaces
Not much we can do about. If there are many complaints, a mechanism to
automatically disable interop in such cases could be added.
2016-04-27 14:34:46 +02:00
wm4 dff33893f2 d3d11va: store texture/subindex in IMGFMT_D3D11VA plane pointers
Basically this gets rid of the need for the accessors in d3d11va.h, and
the code can be cleaned up a little bit.

Note that libavcodec only defines a ID3D11VideoDecoderOutputView pointer
in the last plane pointers, but it tolerates/passes through the other
plane pointers we set.
2016-04-27 14:06:50 +02:00
wm4 3706918311 vo_opengl: D3D11VA + ANGLE interop
This uses ID3D11VideoProcessor to convert the video to a RGBA surface,
which is then bound to ANGLE. Currently ANGLE does not provide any way
to bind nv12 surfaces directly, so this will have to do.

ID3D11VideoContext1 would give us slightly more control about the
colorspace conversion, though it's still not good, and not available
in MinGW headers yet.

The video processor is created lazily, because we need to have the coded
frame size, of which AVFrame and mp_image have no concept of. Doing the
creation lazily is less of a pain than somehow hacking the coded frame
size into mp_image.

I'm not really sure how ID3D11VideoProcessorInputView is supposed to
work. We recreate it on every frame, which is simple and hopefully
doesn't affect performance.
2016-04-27 13:49:47 +02:00