Less flexible than GL_TIMESTAMP but supported by more platforms. This
will mean that nested queries have to be detected and silently omitted,
but oh well. Not much use for them anyway.
Fixes#4721.
Generic description of pixel formats is hard. In this case, the Apple
special format for packed YUV could have been interpreted as a RGB
format with funny packing.
Move multiple GL-specific things from the renderer to other places like
vo_opengl.c, vo_opengl_cb.c, and ra_gl.c.
The vp_w/vp_h parameters to gl_video_resize() make no sense anymore, and
are implicitly part of struct fbodst.
Checking the main framebuffer depth is moved to vo_opengl.c. For
vo_opengl_cb.c it always assumes 8. The API user now has to override
this manually. The previous heuristic didn't make much sense anyway.
The only remaining dependency on GL is the hwdec stuff, which is harder
to change.
Completely unnecessary, we can just update the uniforms immediately
after creating the program. In theory, for GLSL 4.20+, we could even
skip this, but oh well.
The vp_w/vp_h variables and parameters were not really used anymore
(they were redundant with ra_tex w/h) - but vp_h was still used to
identify whether rendering should be done mirrored.
Simplify this by adding a fbodst struct (some bad naming), which
contains the render target texture, and some parameters how it should be
rendered to (for now only flipping). It would not be appropriate to make
this a member of ra_tex, so it's a separate struct.
Introduces a weird regression for the first frame rendered after
interpolation is toggled at runtime, but seems to work otherwise. This
is possibly due to the change that blit() now mirrors, instead of just
copying. (This is also why ra_fns.blit is changed.)
Fixes#4719.
When using dumb mode, we can actually redraw a frame without uploading
it. Marking this as fresh as well results in unpredictable pass
behavior, which is confusing and makes debugging harder. So mark it as a
redraw instead, in that case.
Since the GL *gl is no longer needed for the timers, we can get rid of
the sc->gl dependency. This requires moving a utility function (which is
not GL-specific anyway) out of gl_utils.h and into utils.h
In the past, this always measured the per-shader execution times of the
individual OSD parts, which was thrown off because the shader was reused
anyway. (And apparently recording the OSD shader execution times was
removed completely, probably because of them being so unrealiably
anyway)
Since ra_timer no longer has the restriction of not allowing timers to
run concurrently, we can just wrap the entire OSD block inside a single
osd_timer now, and record that. (Technically, this can still be off when
using --blend-subtitles=video/yes and showing a full-screen OSD at the
same time. Maybe this can be done better?)
In order to prevent code duplication and keep the ra abstraction as
small as possible, `ra` only implements the actual timer queries,
it does not do pooling/averaging of the results. This is instead moved
to a ra-neutral struct timer_pool in utils.c.
This code is pretty much for the sake of vo_opengl_cb API users. It
resets certain state that either the user or our code doesn't reset
correctly. This is somewhat outdated. With GL implicit state being
so awfully large, it seems more reasonable require that any code
restores the default state when returning to the caller. Some
exceptions are defined in opengl_cb.h.
Now all GL-specifics of shader compilation are abstracted through ra.
Of course we still have everything hardcoded to GLSL - that isn't going
to change.
Some things will probably change later - in particular, the way we pass
uniforms and textures to the shader. Currently, there is a confusing
mismatch between "primitive" uniforms like floats, and others like
textures.
Also, SSBOs are not abstracted yet.
Instead of having a mutable ra_tex field (and the only one), move the
flag to struct ra, since we have only 2 tex_upload user calls anyway,
and both want the same PBO behavior. (At first I considered making it
a RA_TEX_UPLOAD_ flag, but why bother. PBOs are a terribly GL-specific
thing, so we can't expect a reasonable abstraction of it anyway.)
This requires a silly extension to ra_fns.tex_upload: since the OSD
texture can be much larger than the actual OSD image data to upload, a
mechanism for uploading only to a small part of the texture is needed.
Otherwise, we'd have to realloc/copy the data, just to pad it, and then
pay for uploading the padding too.
The RA_TEX_UPLOAD_DISCARD flag is not interpreted by GL (not sure how
you'd tell GL about this), but it clarifies the API and might be
helpful if we support other backend APIs in the future.
Actually GL-specific parts go into gl_utils.c/h, the shader cache
(gl_sc*) into shader_cache.c/h.
No semantic changes of any kind, except that the VAO helper is made
public again as part of gl_utils.c (all while the goal for gl_utils.c
itself is to be included by GL-specific code).
Another "small" step towards removing GL dependencies from the renderer.
This commit generally passes ra_tex objects instead of GL FBO integer
IDs to various rendering functions. video.c still manually binds the
FBOs when calling shaders.
This also happens to fix a memory leak with output_fbo.
Further work removing GL dependencies from the actual video renderer,
and moving them into ra backends.
Use of glInvalidateFramebuffer() falls away. I'd like to keep this, but
it's better to readd it once shader runs are in ra.
This currently only works when using lcms-based color management
(--icc-profile-*).
In principle, we could also support using lcms even when the user has
not specified an ICC profile, by generating the profile against a fixed
reference (--target-prim/--target-trc) instead. I still might do that
some day, simply because 3dlut provides a higher quality conversion than
our simple gamut mapping does for stuff like BT.2020, and also because
it's now needed to enable embedded ICC profiles. But that would be a
separate change, so preserve the status quo for now.
(Besides, my opinion is still that you should be using an ICC profile if
you care about colors being accurate _at all_)
mesa won't pick client storage unless this bit is set, and we
*absolutely* want to be using client storage for our DR PBOs.
Performance is shit on AMD otherwise. (Nvidia always uses client storage
for persistent coherent buffers whether you tell it it or not, probably
because it's way faster and nvidia doesn't trust users to figure that
out on their own)
It makes no sense to have this on an already created buffer.
If anything, the ra backend would have to export this as a global value
(e.g. struct ra field), so that whatever allocates the buffer can
account for the required alignment. Since this code is in vo_opengl.c in
the first place, and since GL doesn't dictate any special alignment
here, it doesn't make sense in the first place to export this. (Maybe
something like this will be required later.)
Breaks on mesa for whatever reason... even though it doesn't generate a
GLSL shader compiler error
Shouldn't make a performance difference for us because we cache `pos`
anyway, and most compute shaders will probably cache all of their
samples to shmem. Might have to re-visit this when we have an actual use
case for repeated sampling inside CS though. (RAVU + anti-ringing is a
possible candidate for that)
Or less appropriate, as some would argue. The new name is short for
"Apple YUV packed".
(This format is needed only for hardware decoding on rather old Apple
hardware, and a very annoying special case.)
This broke float textures, which were actually used by some shaders.
There were probably some other bugs as well.
Lots of code can be avoided by using ra_tex_params directly, so do that.
The main change is that COMPONENT/FORMAT are replaced by a single FORMAT
directive, which takes different parameters now. Due to the mess with
16/32 bit float textures, and because we want to support other APIs than
just GL in the future, it's not really clear how this should be handled,
and the nice component/type separation makes things actually harder. So
just jump the gun and use the ra_format.name names, which were
originally meant mostly for debugging. (This is probably something that
will be regretted later.)
Still only superficially tested, but seems to work.
Fixes#4708.
Since this code was already written for HDR, and is now per-channel
(because it works better for HDR as well), we can actually reuse this to
get very high quality gamut mapping without clipping. The only required
change is to move the tone mapping from before the gamut map to after
the gamut map. Additonally, we need to also account for changes in the
signal range as a result of applying the CMS when we compute ref_peak,
which is fortunately pretty easy because we only need to consider the
case of primaries mapping to themselves.
Since `HDR` no longer really makes sense as a label, rename it to
`--tone-mapping` in general. Also fits better with
`--tone-mapping-desat` etc.
Arguably we could also rename `--hdr-compute-peak`, but that option is
basically only useful for HDR content anyway because we don't need
information about the signal range for gamut mapping.
This (finally!) gives us reasonably high quality gamut mapping even in
the absence of an ICC profile / 3DLUT.
Huge thanks to @rusxg for finding this solution, which was previously
believed not to exist. Of course, we still don't actually need it, but I
don't want to leave this half-implemented in case somebody does in the
future.
So far, switching between integrated and discrete GPU would cause the
kernel to kill mpv due to an indecipherable buffer error. The technical
note TN2229 from Apple recommends to enable OpenGL Offline Renderers for
every Mac with more GPUs than displays to handle the switch between GPU.
By ordering the array from the least commonly rejected to the most,
we can sequentially remove PixelFormat attributes to fit the host.
Fixes#2371
Also add some more helpers.
Fix the broken math.h include statement.
utils.c uses ra_gl.h internals, which it shouldn't, and which will be
removed again as soon as this code gets converted to ra fully.
The dither texture data is created as a float array, but uploaded to a
texture with GL_R16 as internal format. We relied on GL to do the
conversion from float to uint16_t. Not all GL variants even support
this: GLES does not provide this conversion (one of the reasons why this
code has a float16 code path). Also, ra is not going to do this. So just
convert on the fly.
Still keep the float16 texture format fallback, because not all GLES
implementations provide GL_R16.
There is some possibility that we'll need to provide some kind of upload
conversion anyway for float->float16. We still rely on GL doing this
implicitly, and all GL variants support it, but with RA there might be
the need for explicit conversion. Even then, it might be best to reduce
the number of conversion cases. I'll worry about this later.