since the none native fs is a special legacy case it needs a special
quit routine. it indefinitely waited for an exit fs screen event to
shutdown properly, though that event only fires for the native fs.
now we check if we really are using a native fullscreen and if not
shutdown immediately.
Fixes#6704
These were unnecessary for a couple of reasons, but it seems like the
old code went through a lot of effort to avoid duplicating the code to
print a RECT, even though the windowrc gets printed anyway at the end of
the function.
Avoid printing the same windowrc twice by only printing it when it gets
changed (in the w32->current_fs branch.)
This allows to select the drm mode using a string specification. You
can either select the the preferred mode, the mode with the highest
resolution, by specifying WxH[@R] or by its index in the list of modes
as before.
This was implemented by using OPT_STRING_VALIDATE for drm-mode,
instead of OPT_INT. Using a string here also prepares for future
additions to drm-mode that aim to allow specifying a mode by its
resolution.
It is useful when debugging to be able to force atomic off, or as a
workaround if atomic breaks for some user. Legacy modesetting is less
likely to break by virtue of being a less complex API.
The amount of code now present that's specific to Vulkan or OpenGL
has reached the point where we really want to split it out to
avoid a mess of #ifdefs.
At the same time, I'm moving the code to an api neutral location.
the force unwrapping of optionals caused many unpredictable segfaults
instead of gracefully exiting or falling back. besides that, it is bad
practice and the code is a lot more stable now.
This change updates the vulkan interop code to work with the
libplacebo based ra_vk, but also introduces direct VkImage
sharing to avoid the use of the intermediate buffer.
It is also necessary and desirable to introduce explicit
semaphore bsed synchronisation for operations on the shared
images.
Synchronisation means we can safely reuse the same VkImage for every
mapped frame, by ensuring the frame is copied to the VkImage before
mapping the next frame.
This functionality requires a 417.xx or newer nvidia driver, due to
bugs in the VkImage interop in the earlier 411 and 415 drivers.
It's definitely worth the effort, as the raw throughput is about
twice that of implementation using an intermediate buffer.
When interacting directly with libplacebo, we may need to pass a
pl_fmt based on an ra_format. Although the mapping is currently
trivial, it's worth wrapping to make it easy to adapt if this
changes in the future.
This commit rips out the entire mpv vulkan implementation in favor of
exposing lightweight wrappers on top of libplacebo instead, which
provides much of the same except in a more up-to-date and polished form.
This (finally) unifies the code base between mpv and libplacebo, which
is something I've been hoping to do for a long time.
Note: The ra_pl wrappers are abstract enough from the actual libplacebo
device type that we can in theory re-use them for other devices like
d3d11 or even opengl in the future, so I moved them to a separate
directory for the time being. However, the rest of the code is still
vulkan-specific, so I've kept the "vulkan" naming and file paths, rather
than introducing a new `--gpu-api` type. (Which would have been ended up
with significantly more code duplicaiton)
Plus, the code and functionality is similar enough that for most users
this should just be a straight-up drop-in replacement.
Note: This commit excludes some changes; specifically, the updates to
context_win and hwdec_cuda are deferred to separate commits for
authorship reasons.
This helps with compatibility and/or performance in particular for
oddly-sized formats like rgb24. We use a loop to avoid having to
calculate the lcm (or waste bytes in the extremely common case of the
byte size and the stride align having shared factors).
half of the materials we used were deprecated with macOS 10.14, broken
and not supported by run time changes of the macOS theme. furthermore
our styling names were completely inconsistent with the actually look
since macOS 10.14, eg ultradark got a lot brighter and couldn't be
considered ultradark anymore.
i decided to drop the old option --macos-title-bar-style and rework
the whole mechanism to allow more freedom. now materials and appearance
can be set separately. even if apple changes the look or semantics in
the future the new options can be easily adapted.
setting the appearance of the window to nil will always use the system
setting and changes on run time switches too. this is only the case for
macOS 10.14.
quite a lot of the title bar functionality and logic was within our
window. since we recently added a custom title bar class to our window
i decided to move all that functionality into that class and in its
own file.
this is also a preparation for the next commits.
i found the old pixel format creation a bit too messy. pixel format
attribute arrays and look ups were all over the place, the actual logic
what kind of format was created was inscrutable, the software pixel
format was hardcoded and no probing was done.
i split the attributes into mandatory and optional ones, one mandatory
for a hardware and software pixel format each, and moved those to the
top of the class. that way new attributes can be easily added to either
the mandatory or optional attributes and they don't mess up the actual
pixel creation logic any more. furthermore both hardware and software
pixel formats are being probed the same way now. to minimise code
duplications the probing was moved into its own function.
only the dragged types NSFilenamesPboardType and NSURLPboardType were
supported to be dropped on the window, which was inconsistent with the
dragged types the dock icon supports. the dock icon additional supports
strings that represents an URL or a path. the system takes care of
validating the strings properly in the case of the dock icon, but in the
case of dropping on the window it needs to be done manually.
support for strings is added by also allowing the NSPasteboardTypeString
type and manually validating the strings. strings are split by new lines
and trimmed, to also support a list of URLs and paths. every new element
is checked if being an URL or path and only then being added to the
playlist.
on init an NSWindow can't be placed on a none Main screen NSScreen
outside the Main screen's frame bounds.
To fix this we just check if the target screen is different from the
main screen and if that is the case we check the actual position with
the expect one. if they are different we try to reposition the window
to the wanted position.
Fixes#6453
when quitting mpv in fullscreen the System always switchs to Space 1
regardless of which Space mpv was on previous to switching to fs. to fix
this we close the window before quitting fs. that way the System
switches back the the Space mpv was previous on before fs.
new events were added but not fetched by the vo, because we didn't
signal the vo that new events were available.
actually wakeup the vo when new events are available.
Regression from 8e3308d687.
Broken cases were:
* --no-cursor-autohide acted like --cursor-autohide=always.
* --cursor-autohide-fs-only always hid the cursor if starting
non-fullscreen; entering fullscreen at least once fixed it.
The old size limit was chosen before LUT texture was supported in user
shader. At that time, the whole user shader will be compiled and run
on GPU, which makes large user shader impractical to be used.
With the introduction of LUT texture, the old size limit doesn't make
any sense. For example, a 1024x1024 rgba16f LUT will cost 32MB shader
size.
Fix this by increasing the size limit to a value that's unlikely be
reached.
Manual changes done:
* Merged the interface-changes under the already master'd changes.
* Moved the hwdec-related option changes to video/decode/vd_lavc.c.
modulo operator could be used to check if size is multiple of a
certain number.
equal operator could be used to verify if size of different textures
aligns.
Before this commit, texture offset is set after all source textures
are finalized. Which means CHROMA hooks won't be able to align with
luma planes. This could be problematic for chroma prescalers utilizing
information from luma plane.
Fix this by find the reference texture early, and set global texture
offset early.
This allows context_drm_egl to use as many buffers as libgbm or the
swapchain_depth setting allows (whichever is smaller).
On pause and on still images (cover art etc.) to make sure that output does not
lag behind user input, the swapchain is drained and reverts to working in a dual
buffered (equivalent to swapchain-depth=1) manner.
When possible (swapchain-depth>=2), the wait on the page flip event is now not
done immediately after queueing, but is deferred to the next invocation of
swap_buffers. Which should give us more CPU time between invocations.
Although, since gbm_surface_has_free_buffers() can only tell us a boolean value
and not how many buffers we have left, we are forced to do this contortionist
dance where we first overshoot until gbm_surface_has_free_buffers() reports 0,
followed by immediately waiting so we can free a buffer, to be able to get the
deferred wait on page flip rolling.
With this commit we do not rely on the default vsync fences/latency emulation of
video/out/opengl/context.c, but supply our own, since the places we create and
wait for the fences needs to be somewhat different for best performance.
Minor fixes:
* According to GBM documentation all BO:s gotten with
gbm_surface_lock_front_buffer must be released before gbm_surface_destroy is
called on the surface.
* We let the page flip handler function handle the waiting_for_flip flag.
This solves some edge cases when using files with very weird metadata
(e.g. MaxCLL 10k and so forth). Instead of just blindly seeding it with
the tagged metadata, forcibly set the initial state from the detected
values.
Rather than the linear cd/m^2 units, these (relative) logarithmic units
lend themselves much better to actually detecting scene changes,
especially since the scene averaging was changed to also work
logarithmically.
Gamut mapping can take very bright out-of-gamut colors into the
negatives, which completely destroys the color balance (which tone
mapping tries its best to preserve).