Commit Graph

7 Commits

Author SHA1 Message Date
Philip Langdale dbf0fd7d60 vo_gpu: vulkan: provide a helper to access device name option
The VkDisplayKHR context type requires making calls against the
physical device before the libplacebo context is initialised.
That means we can't simply use the physical device object that
libplacebo would create - instead we have to create a separate one,
but make sure it's referring to the same physical device.

To that end, we need the device name that the user may have requested
so we can pass it on.
2021-06-11 09:54:16 -07:00
Dudemanguy efb0c5c446 wayland: only render if we have frame callback
Back in the olden days, mpv's wayland backend was driven by the frame
callback. This had several issues and was removed in favor of the
current approach which allowed some advanced features (like
display-resample and presentation time) to actually work properly.
However as a consequence, it meant that mpv always rendered, even if the
surface was hidden. Wayland people consider this "wasteful" (and well
they aren't wrong). This commit aims to avoid wasteful rendering by
doing some additional checks in the swapchain. There's three main parts
to this.

1. Wayland EGL now uses an external swapchain (like the drm context).
Before we start a new frame, we check to see if we are waiting on a
callback from the compositor. If there is no wait, then go ahead and
proceed to render the frame, swap buffers, and then initiate
vo_wayland_wait_frame to poll (with a timeout) for the next potential
callback. If we are still waiting on callback from the compositor when
starting a new frame, then we simple skip rendering it entirely until
the surface comes back into view.

2. Wayland on vulkan has essentially the same approach although the
details are a little different. The ra_vk_ctx does not have support for
an external swapchain and although such a mechanism could theoretically
be added, it doesn't make much sense with libplacebo. Instead,
start_frame was added as a param and used to check for callback.

3. For wlshm, it's simply a matter of adding frame callback to it,
leveraging vo_wayland_wait_frame, and using the frame callback value to
whether or not to draw the image.
2020-09-21 20:42:17 +00:00
dudemanguy bedca07a02 wayland: add presentation time
Use ust/msc/refresh values from wayland's presentation time in mpv's
ra_swapchain_fns.get_vsync for the wayland contexts.
2019-10-20 15:34:57 +00:00
dudemanguy ea4685b233 wayland: use callback flag + poll for buffer swap
The old way of using wayland in mpv relied on an external renderloop for
semi-accurate timings. This had multiple issues though. Display sync
would break whenever the window was hidden (since the frame callback
stopped being executed) which was really annoying. Also the entire
external renderloop logic was kind of fragile and didn't play well with
mpv's internal structure (i.e. using presentation time in that old
paradigm breaks stats.lua).

Basically the problem is that swap buffers blocks on wayland which is
crap whenever you hide the mpv window since it looks up the entire
player. So you have to make swap buffers not block, but this has a
different problem. Timings will be terrible if you use the unblocked
swap buffers call.

Based on some discussion in #wayland, the trick here is relatively
simple and works well enough for our purposes. Instead we basically
build a way to block with a timeout in the wayland buffer swap
functions.

A bool is set in the frame callback function that indicates whether or
not mpv is waiting for a frame to be displayed. In the actual buffer
swap function, we enter into a while loop waiting for this flag to be
set. At the same time, the wl_display is polled to block the thread and
wakeup if it receives any events from the compositor. This loop only
breaks if enough time has passed or if the frame callback bool is
received.

In the near future, it is better to set whether or not frame a frame has
been displayed in the presentation feedback. However as a first pass,
doing it in the frame callback is more than good enough.

The "downside" is that we render frames that aren't actually shown on
screen when the player is hidden (it seems like wayland people don't
like that). But who cares. Accurate timings are way more important. It's
probably not too hard to add that behavior back in the player though.
2019-10-10 17:41:19 +00:00
Niklas Haas 7006d6752d vo_gpu: vulkan: use libplacebo instead
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.
2019-04-21 23:55:22 +03:00
Niklas Haas 258487370f vo_gpu: vulkan: generalize SPIR-V compiler
In addition to the built-in nvidia compiler, we now also support a
backend based on libshaderc. shaderc is sort of like glslang except it
has a C API and is available as a dynamic library.

The generated SPIR-V is now cached alongside the VkPipeline in the
cached_program. We use a special cache header to ensure validity of this
cache before passing it blindly to the vulkan implementation, since
passing invalid SPIR-V can cause all sorts of nasty things. It's also
designed to self-invalidate if the compiler gets better, by offering a
catch-all `int compiler_version` that implementations can use as a cache
invalidation marker.
2017-09-26 17:25:35 +02:00
Niklas Haas 91f23c7067 vo_gpu: vulkan: initial implementation
This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop!

Current problems / limitations / improvement opportunities:

1. The swapchain/flipping code violates the vulkan spec, by assuming
   that the presentation queue will be bounded (in cases where rendering
   is significantly faster than vsync). But apparently, there's simply
   no better way to do this right now, to the point where even the
   stupid cube.c examples from LunarG etc. do it wrong.
   (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370)

2. The memory allocator could be improved. (This is a universal
   constant)

3. Could explore using push descriptors instead of descriptor sets,
   especially since we expect to switch descriptors semi-often for some
   passes (like interpolation). Probably won't make a difference, but
   the synchronization overhead might be a factor. Who knows.

4. Parallelism across frames / async transfer is not well-defined, we
   either need to use a better semaphore / command buffer strategy or a
   resource pooling layer to safely handle cross-frame parallelism.
   (That said, I gave resource pooling a try and was not happy with the
   result at all - so I'm still exploring the semaphore strategy)

5. We aggressively use pipeline barriers where events would offer a much
   more fine-grained synchronization mechanism. As a result of this, we
   might be suffering from GPU bubbles due to too-short dependencies on
   objects. (That said, I'm also exploring the use of semaphores as a an
   ordering tactic which would allow cross-frame time slicing in theory)

Some minor changes to the vo_gpu and infrastructure, but nothing
consequential.

NOTE: For safety, all use of asynchronous commands / multiple command
pools is currently disabled completely. There are some left-over relics
of this in the code (e.g. the distinction between dev_poll and
pool_poll), but that is kept in place mostly because this will be
re-extended in the future (vulkan rev 2).

The queue count is also currently capped to 1, because of the lack of
cross-frame semaphores means we need the implicit synchronization from
the same-queue semantics to guarantee a correct result.
2017-09-26 17:25:35 +02:00