This removes the hack that screenshot_save() got the colorspace
information from the decoder. Instead, require the VOs to set the
colorspace information on the mp_images used to pass around the
screenshot data. This is more correct, as the image may have been
converted/modified in the video filter chain, although there's
nothing yet in the video filter chain which does this correctly.
Remove VFCTRL_DRAW_OSD, VFCAP_EOSD_FILTER, VFCAP_EOSD_RGBA, VFCAP_EOSD,
VOCTRL_DRAW_EOSD, VOCTRL_GET_EOSD_RES, VOCTRL_QUERY_EOSD_FORMAT.
Remove draw_osd_with_eosd(), which rendered the OSD by calling
VOCTRL_DRAW_EOSD. Change VOs to call osd_draw() directly, which takes
a callback as argument. (This basically works like the old OSD API,
except multiple OSD bitmap formats are supported and caching is
possible.)
Remove all mentions of "eosd". It's simply "osd" now.
Make OSD size per-OSD-object, as they can be different when using
vf_sub. Include display_par/video_par in resolution change detection.
Fix the issue with margin borders in vo_corevideo.
The -geometry switch works by modifying the d_width/d_height values
passed to VOs. Moreover, d_width/d_height seem to be subject to the
-monitorpixelaspect option. Screenshots should not be influenced by
this. Change screenshot supporting VOs to use the original
d_width/d_height values stored in vo->aspdat.prew/h.
(Not all uses of -geometry did this. E.g. --geometry=900x560+0+20 did.)
Fixes problems with ugly borders.
Note that at least in the DVD sub case, we could have just set all
transparent pixels to black to solve this.
vo_direct3d.c change untested, because mingw is a miserable pile of
crap.
VOs which could render the OSD in window size (as opposed to video size,
like vo_xv) and which could cache the OSD called this when the window
size changed. This was needed, because VOs used another OSD function to
check whether the OSD changed before passing the new window size to the
OSD code.
This was really just an artifact of OSD change detection, and now that
the affected VOs use the new OSD rendering API, it's done automatically.
This was an extremely obscure setting, as it was used only with vo_gl
if its scaled-osd suboption was used. If you really want this, you can
set the desired ass-hinting value directly, and there will be literally
no loss in functionality.
Note that this didn't actually test whether the EOSD was scaled.
Basically, it only checked whether vo_gl had the scaled-osd suboption
set.
The commit 74df1d8e05 (and f752212c62) replaced the configure
endian check with byte order macros defined by standard headers. It
turns out that MinGW-w64 actually doesn't define these macros in the
sys/types.h system header. (I assumed it does, because a quick test
seemed to work. But that was because gcc -W -Wall doesn't warn against
undefined macros. You need -Wundef for that.) MinGW-w64 has a
sys/params.h header defining these macros, but sys/types.h doesn't
include it, so it's useless without special casing the mplayer code.
Add a hack top configure instead. Define the macros directly, and
assume MinGW-w64 only works on little endian machines.
The other changes are basically random typos and superficial oversights.
This was disabled by default, and could be enabled with -dr. It was
disabled by default because it was buggy: there were issues with OSD
corruption.
It wasn't entirely sane for OpenGL based VOs either. OpenGL can chose
to drop mapped pixel buffer objects, requiring the application to map
and fill the buffer again. But there was no mechanism in mplayer to
fill the lost buffer again. (It seems this rarely happened in practice,
though.)
On the other side, users liked the --dr flag, because it promised them
more speed. I'm not sure if it actually helped with speed, but it's
unlikely it had any real advantages on modern systems.
In order to evade the --dr cargo culting in mplayer config files, it's
best to get rid of it.
vo_osd_changed() was a weird function: it was used both to query and
mutate state, which is a bad combination. The VOs used it to query
and reset the state, and the mplayer frontend mostly used it to set
the state. In some cases, the frontend did both (that code used a
variable "int hack" to backup the state and set it again).
Simplify it and make the VOs use a vo_osd_has_changed() function to
query whether the OSD bitmaps have to be recreated. vo_osd_changed()
on the other hand is now used to update state only. The OSD change
state is reset when osd_draw_text() is called.
Update vo_corevideo.m to use vo_osd_resized() as well (forgotten change
from libass-OSD merge).
Simplify osd_set_text() and its usages.
The OSD will now be rendered with libass. The old rendering code, which
used freetype/fontconfig and did text layout manually, is disabled. To
re-enable the old code, use the --disable-libass-osd configure switch.
Some switches do nothing with the new code enabled, such as -subalign,
-sub-bg-alpha, -sub-bg-color, and many more. (The reason is mostly that
the code for rendering unstyled subtitles with libass doesn't make any
attempts to support them. Some of them could be supported in theory.)
Teletext rendering is not implemented in the new OSD rendering code. I
don't have any teletext sources for testing, and since teletext is
being phased out world-wide, the need for this is questionable.
Note that rendering is extremely inefficient, mostly because the libass
output is blended with the extremely strange mplayer OSD format. This
could be improved at a later point.
Remove most OSD rendering from vo_aa.c, because that was extremely
hacky, can't be made work with osd_libass, and didn't work anyway in
my tests.
Internally, some cleanup is done. Subtitle and OSD related variable
declarations were literally all over the place. Move them to sub.h and
sub.c, which were hoarding most of these declarations already. Make the
player core in mplayer.c free of concerns like bitmap font loading.
The old OSD rendering code has been moved to osd_ft.c. The font_load.c
and font_load_ft.c are only needed and compiled if the old OSD
rendering code is configured.
This reflects the changes done to x11_common in mplayer2 some years
ago. It makes it possible to open multiple VOs at once.
The removed defines are probably for ancient versions of MinGW with
incomplete headers.
Remove some minor code duplication.
The function mp_get_yuv2rgb_coeffs() expects valid values for
input_bits.
When using RGB formats, input_bits is outside the range of what
mp_get_yuv2rgb_coeffs() expects. This doesn't matter since we don't
use the result of that function in the RGB case, but it triggered an
assertion.
This is a regression from commit a816810266,
"vo_gl: improve 10-bit YUV->RGB conversion accuracy slightly".
Add the flag D3DCREATE_FPU_PRESERVE, which tells Direct3D not to switch
the FPU to single precision mode. Single precision mode would mean that
all floating point calculations are done in float precision, even if
using double variables.
The MSDN documentation seems to discourage use of this flag with scary
warnings about bad performance and stability, but I suspect in practice
switching off this completely unreasonable behavior is fine.
The case when the EOSD sub-images changed position, but didn't need
re-upload, wasn't handled correctly. If a subtitle script made text move
over the screen (without any other changes), the subtitle display wasn't
updated. vo_vdpau was not affected, because vdpau directly reads the
sub-image positions on every frame.
The fix could be simpler. It could recreate the vertex array every frame.
This commit keeps the optimization that nothing is done when the libass
native change detection doesn't report any change. Maybe this optimization
isn't worth doing, since recreating the vertex array is relatively cheap
compared to amount of work required to render complicated subtitles.
The eosd_packer_generate function returning 3 boolean flags is ugly.
There are 4 code paths when taking a screenshot:
- textured rendering mode
- StretchRect rendering mode with planar formats
- StretchRect with packed formats
- full-window screenshot mode
The implementation of the full-window mode (capturing the window contents,
instead of the video) is very inefficient: it will create a surface of
desktop size, copy the desktop contents, allocate a new memory image, and
copy in the window contents. The code in screenshot.c will (as of now)
allocate and convert the image from BGR to RGB, and allocate a destination
buffer for the libavcodec PNG writer.
If parts of the mplayer window are obscured, the full-window mode wil
contain these parts as seen on the screen. Parts of the window that are
outside the bounds of the desktop are clipped away. It is not known
whether full-window mode works on multi-monitor setups.
If the Direct3D device is "lost" (e,g, when minimizing mplayer, or when
another application uses Direct3D exclusive mode), we free it and try to
recrate the device. This can fail, and may fail for an extended period of
time, until D3D is available again and the device can be created. So we
basically have to provide all VO functionality while d3d_device is NULL.
Don't terminate if device creation fails, and re-add the NULL checks that
were removed in the commit "vo_direct3d: refactor D3D initialization and
reconfigure code".
If mplayer calls the VO's config() while the D3D device can not be
created, the VO will return an error and mplayer will terminate.
config() is typically called when new files are played, when ordered
chapter boundaries are crossed, or on other events.
This actually applies to YUV formats with 9-16 bit depths. This hack is
disabled by default, and the VO will use 16 bit textures normally.
It can be enabled by passing the no16bit-textures option is passed to
vo_direct3d. Then the VO will use D3DFMT_A8L8 as texture formats for the
YUV plane (instead of D3DFMT_L16), and compute the sampled two color
values back into one.
In some cases it might be undesireable to use 16 bit texture formats. At
least some OpenGL drivers on Linux (Mesa + Intel) round values sampled
from 16 bit textures back into 8 bit, which loses 8 from 10 bit color
information when playing 10 bit formats. It is unknown whether there are
D3D9 drivers which do this, so this commit might be removed later.
This simplifies the code and removes code duplication.
There should be no actual semantic differences to the previous code. The
only exception is that the new code doesn't query the display adapter's
desktop pixel format on backbuffer resizing anymore. In my opinion the
format can never change anyway, and if it does, it will cause the D3D
device to become "uncooperative" and we will recreate it in flip_page.
Remove attempts to handle d3d_device when it's NULL (outside of the
initialization paths). d3d_device can only be NULL if recreating a D3D
device, that was in "incooperative" state, fails. The current (and
previous) code seems to assume that this never happens. It is unlikely
that these NULL checks improved correct operation in any way, or at least
they won't anymore after the recent changes done to the code.
If it should be possible that a device can't be reset/recreated for a
while (during display resolution changes? when another D3D application is
in fullscreen mode?), another solution has to be found.
It is unknown why the code recreates the IDirect3D9 interface when the
device was uncooperative. At least on Windows XP + reference rasterizer,
resuming works without recreating it. Leave this code just in case.
Now using the "direct3d" VO will never make use of shaders. Instead, users
are supposed to use the direct3d_shaders VO entry, which is exactly the
same as direct3d, except with shaders enabled by default.
"direct3d" always uses the Direct3D StretcRect API call to render videos.
Playing formats not supported by this function will force mplayer to
insert a scale filter to convert video frames in software.
"direct3d_shaders" prefers shader color conversion, but can fall back to
StretchRect if the format can be handled. (This happens only with some
insignificant packed YUV formats.)
The minor reformats are mainly about adding more line breaks to fit a 80
column limit.
Using the new VO API implies removing all non-const global variables
(because that is one important goal of the new API), so do that as well.
The code already had all variables in a context struct, and changing all
the functions to pass this context struct along was all what had to be
done.
Also handle redrawing properly: if something changes that requires an
immediate redrawing operation (e.g. setting video equalizers when paused
or when playback is slow), vo->want_redraw should be set, instead of
redrawing on your own.
Use the 3D rendering functions and shaders to render the video frame. This
is very similar to vo_gl. Most planar formats with varying chroma shifts
and bit depths are supported (including 10 bit), as well as some RGB
formats. The old code that used D3D's StretchRect function is still
available, but will by default be used with the least priority.
Also implement video equalizers and colorspace selection. These use the
same code as vo_gl and vo_vdpau, and are available only if shader YUV
conversion is active.
The rendering is extremely simple and naive, there are no filters etc.
Since compiling shaders seems to require the 500 MB DirectX SDK, all
shaders come in pre-compiled form, and there is no make rule to compile
them. mplayer should be compilable without 500 MB of garbage.
The main problem is that compiling shaders within an application seems to
require d3dx9_*.dll, which isn't installed by default.
Add an option ("disable-texture-align") that allows making the video
textures exactly the same size as the source video. The code used to align
the OSD texture size on 16 for unknown reasons, but since this was perhaps
a good reason, this behavior is kept for video textures as well. (There is
a chance that the alignment improves performance and stability with some
drivers.) Passing this option disables this behavior. It is useful for
reducing texture filtering artifacts at the bottom/right borders.
The code locked the texture once for each OSD object that was rendered.
But there doesn't seem to be any good reason to do that, so lock it only
once during OSD rendering.
The OSD code used a shadow texture on systems that don't report
D3DDEVCAPS_TEXTURESYSTEMMEMORY. Do that for EOSD as well. Refactor the
OSD texture management code to reduce code duplication.
I have not the slightest clue about Direct3D9 texture management, so it
seems like a good idea not to do something different for EOSD textures,
even though the OSD code does exactly the same as far as texture handling
goes.
It's also worth noting that D3DDEVCAPS_TEXTURESYSTEMMEMORY doesn't seem to
be supported by most real systems [1], and maintaining a shadow copy in
system memory in order to update textures is required. The previous EOSD
texture code may or may not have worked on some or all real systems, I
can't really tell by reading the MSDN documentation only.
[1] http://www.kludx.com/capability.php?capability=17
The D3D state (the IDirect3DDevice9 and all textures and buffers) were
released and recreated in the config() function. This is completely
unnecessary. Instead explicitly handle changes. The video surface is only
reallocated if the video format or the video size changes. The OSD texture
is only reallocated if the window size is increased. The EOSD texture is
not released. Since the resize code is reused to deal with reconfig
changes, some of these improvements (and possible bugs) apply to normal
window resizing as well.
The required feature for this, VOCTRL_REDRAW_OSD, was unimplemented for
unknown reasons. It is trivial to add.
There is still a weird issue when switching the fullscreen state while
paused. I have no idea why this happens. The contents of the video should
survive the window reconfiguration (at least we don't free it), and we
explicitly redraw the screen after fullscreen.
The code assumed the last format passed to query_format will be the one
that is used on playback. This is probably true and thus didn't cause any
bugs, but make query_format side effect free just like the other VOs.
This fixes the warning:
libvo/vo_direct3d.c:984:6: warning: no previous prototype for 'vo_draw_alpha_l8a8'
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33499 b3059339-0415-0410-9bf9-f77b7e298cf2
not be available on some rare systems.
Based on patch used for builds by Gianluigi Tiesi [sherpya netfarm it]
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@30190 b3059339-0415-0410-9bf9-f77b7e298cf2
The GUI is badly designed and too closely coupled to the internal
details of other code. The GUI code is in bad shape and unmaintained
for years. There is no indication that anyone would maintain it in the
future either. Even if someone did volunteer to implement a better
integrated GUI having the current code in the tree probably wouldn't
help much. So get rid of it.
Convert vo_x11_border (used in vo_gl/gl2 though the vo_gl_border
macro) to use a wrapper macro in old-style VOs which do not provide a
VO object argument. Before this function had an explicit global_vo
argument in vo_gl/gl2. New vo_vdpau uses it too so use the same
mechanism as most other functions.
which part of the video source must be scaled onto which part of the window.
Direct3D and (future) VDPAU need this, for XvMC it makes it easier to add
cropping support and Xv is changed to keep the diff to XvMC small.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@28546 b3059339-0415-0410-9bf9-f77b7e298cf2
<vo_direct3d> in the beginning, "." at the end.
Shorter/more descriptive sentences.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@28468 b3059339-0415-0410-9bf9-f77b7e298cf2
We may have lost the device e.g. because it became uncooperative e.g.
when using remote desktop or Vista's UAC is activated.
Patch by Georgi Petrov [gogothebee gmail com]
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@28457 b3059339-0415-0410-9bf9-f77b7e298cf2