Commit Graph

97 Commits

Author SHA1 Message Date
wm4 9f595f3a80 vo_gpu: make screenshots use the GL renderer
Using the GL renderer for color conversion will make sure screenshots
will use the same conversion as normal video rendering. It can do this
for all types of screenshots.

The logic when to write 16 bit PNGs changes. To approximate the old
behavior, we decide by looking whether the source video format has more
than 8 bits per component. We apply this logic even for window
screenshots. Also, 16 bit PNGs now always include an unused alpha
channel. The reason is that FFmpeg has RGB48 and RGBA64 formats, but no
RGB064. RGB48 is 3 bytes and usually not supported by GPUs for
rendering, so we have to use RGBA64, which forces an alpha channel.

Will break for users who use --target-trc and similar options.

I considered creating a new gl_video context, but it could double GPU
memory use, so I didn't.

This uses FBOs instead of glGetTexImage(), because that increases the
chance it could work on GLES (e.g. ANGLE). Untested. No support for the
Vulkan and D3D11 backends yet.

Fixes #5498. Also fixes #5240, because the code for reading back is not
used with the new code path.
2018-02-11 17:45:51 -08:00
wm4 9922b6ff43 vo_gpu: ra_gl: remove stride hack
Same reasoning as in commit 9b5d062d36.
2017-11-12 13:49:00 +01:00
wm4 0c04ce5f0d vo_gpu: gl: implement proper extension string search
The existing code in check_ext() avoided false positive due to
sub-strings, but allowed false negatives. Fix this with slightly better
search code, and make it available as function to other source files.
(There are some cases of strstr() still around.)
2017-10-02 17:30:27 +02:00
Niklas Haas 65979986a9 vo_opengl: refactor into vo_gpu
This is done in several steps:

1. refactor MPGLContext -> struct ra_ctx
2. move GL-specific stuff in vo_opengl into opengl/context.c
3. generalize context creation to support other APIs, and add --gpu-api
4. rename all of the --opengl- options that are no longer opengl-specific
5. move all of the stuff from opengl/* that isn't GL-specific into gpu/
   (note: opengl/gl_utils.h became opengl/utils.h)
6. rename vo_opengl to vo_gpu
7. to handle window screenshots, the short-term approach was to just add
   it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to
   ra itself (and vo_gpu altered to compensate), but this was a stop-gap
   measure to prevent this commit from getting too big
8. move ra->fns->flush to ra_gl_ctx instead
9. some other minor changes that I've probably already forgotten

Note: This is one half of a major refactor, the other half of which is
provided by rossy's following commit. This commit enables support for
all linux platforms, while his version enables support for all non-linux
platforms.

Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the
--opengl- options like --opengl-early-flush, --opengl-finish etc. Should
be a strict superset of the old functionality.

Disclaimer: Since I have no way of compiling mpv on all platforms, some
of these ports were done blindly. Specifically, the blind ports included
context_mali_fbdev.c and context_rpi.c. Since they're both based on
egl_helpers, the port should have gone smoothly without any major
changes required. But if somebody complains about a compile error on
those platforms (assuming anybody actually uses them), you know where to
complain.
2017-09-21 15:00:55 +02:00
Niklas Haas 0c2cb69597 vo_opengl: generalize UBO packing/handling
This is simultaneously generalized into two directions:
1. Support more sc_uniform types (needed for SC_UNIFORM_TYPE_PUSHC)
2. Support more flexible packing (needed for both PUSHC and ra_d3d11)
2017-09-12 02:57:45 +02:00
Niklas Haas 71c25df5e6
vo_opengl: refactor timer_pool_measure (again)
Instead of relying on power-of-two buffer sizes and unsigned overflow,
make this code more robust (and also cleaner).

Why can't C get a real modulo operator?
2017-09-11 02:42:50 +02:00
Niklas Haas 8a4f2f0ac0
vo_opengl: fix out-of-bounds access in timer_pool_measure
This was there even before the refactor, but the refactor exposed the
bug. I hate C's useless fucking modulo operator so much. I've gotten hit
by this exact bug way too many times.
2017-09-11 02:07:04 +02:00
Niklas Haas 1da53248ab
vo_opengl: refactor/fix mp_pass_perf code
This was needlessly complicated and prone to breakage, because even the
references to the ring buffer could end up getting invalidated and
containing garbage data on e.g. shader cache flush. For much the same
reason why we can't keep around the *timer_pool, we're also forced to
hard-copy the entire sample buffer per pass per frame.

Not a huge deal, though. This is, what, a few kB per frame? We have more
pressing CPU performance concerns anyway.

Also simplified/fixed some other code.
2017-09-11 00:35:23 +02:00
Niklas Haas 45bae90f4d vo_opengl: be explicit about IMG_RW
Both vulkan and opengl distinguish between rendering to an image and
using an image as a storage attachment. So make this an explicit
capability instead of lumping it in with render_dst. (That way we could
support, for example, using an image as a storage attachment without
requiring a framebuffer)

The real reason for this change is that you can directly use the output
FBO as a storage attachment on vulkan but you can't on opengl, which
makes this param structly separate from render_dst.
2017-08-27 14:36:00 +02:00
Niklas Haas 09c501a40e
vo_opengl: refactor tex_upload to ra_buf_pool
Also refactors the usage of tex_upload to make ra_tex_upload_pbo a
RA-internal thing again.

ra_buf_pool has the main advantage of being dynamically sized depending
on buf_poll, so for OpenGL we'll end up only using one buffer (when not
persistently mapping) - while for vulkan we'll use as many as necessary,
which depends on the swapchain depth anyway.
2017-08-22 09:55:49 +02:00
Niklas Haas 01058b16f9 vo_opengl: allow texture uploads to fail
Surprisingly makes the code shorter, not longer
2017-08-18 02:33:29 +02:00
Niklas Haas 46d86da630 vo_opengl: refactor RA texture and buffer updates
- tex_uploads args are moved to a struct
- the ability to directly upload texture data without going through a
  buffer is made explicit
- the concept of buffer updates and buffer polling is made more explicit
  and generalized to buf_update as well (not just mapped buffers)
- the ability to call tex_upload/buf_update on a tex/buf is made
  explicit during tex/buf creation
- uploading from buffers now uses an explicit offset instead of
  implicitly comparing *src against buf->data, because not all buffers
  may actually be persistently mapped
- the initial_data = immutable requirement is dropped. (May be re-added
  later for D3D11 if that ever becomes a thing)

This change helps the vulkan abstraction immensely and also helps move
common code (like the PBO pooling) out of ra_gl and into the
opengl/utils.c

This also technically has the side-benefit / side-constraint of using
PBOs for OSD texture uploads as well, which actually seems to help
performance on machines where --opengl-pbo is faster than the naive code
path. Because of this, I decided to hook up the OSD code to the
opengl-pbo option as well.

One drawback of this refactor is that the GL_STREAM_COPY hack for
texture uploads "got lost", but I think I'm happy with that going away
anyway since DR almost fully deprecates it, and it's not the "right
thing" anyway - but instead an nvidia-only hack to make this stuff work
somewhat better on NUMA systems with discrete GPUs.

Another change is that due to the way fencing works with ra_buf (we get
one fence per ra_buf per upload) we have to use multiple ra_bufs instead
of offsets into a shared buffer. But for OpenGL this is probably better
anyway. It's possible that in future, we could support having
independent “buffer slices” (each with their own fence/sync object), but
this would be an optimization more than anything. I also think that we
could address the underlying problem (memory closeness) differently by
making the ra_vk memory allocator smart enough to chunk together
allocations under the hood.
2017-08-18 00:34:34 +02:00
Niklas Haas 9ca5a2a5d8 vo_opengl: make blitting an explicit capability
Instead of merging it into render_dst. This is better for vulkan,
because blitting in vulkan both does not require a FBO *and* requires a
different image layout.

Also less "hacky" for OpenGL, since now the weird blit=FBO requirement
is an implementation detail of ra_gl
2017-08-18 00:19:14 +02:00
Niklas Haas 8209376468 vo_opengl: make ra_fns.timer_create optional 2017-08-18 00:19:14 +02:00
wm4 346ac1e09f vo_opengl: simplify mirroring and fix it if glBlitFramebuffer is used
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.
2017-08-07 16:44:15 +02:00
wm4 41ee66d566 vo_opengl: drop pointless fbotex_init() function 2017-08-07 14:34:18 +02:00
Niklas Haas 988d188d96
vo_opengl: drop ra_gl.h from shader_cache.c
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
2017-08-06 00:10:22 +02:00
Niklas Haas f2298f394e vo_opengl: move timers to struct ra
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.
2017-08-06 00:10:20 +02:00
wm4 aac04c0d64 vo_opengl: split utils.c/h
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).
2017-08-05 13:09:05 +02:00
wm4 a796745fd2 vo_opengl: make fbotex helper use ra
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.
2017-08-05 13:09:05 +02:00
wm4 90b53fede6 vo_opengl: drop unused custom texture filter for FBO helper 2017-08-05 13:09:05 +02:00
Niklas Haas 83f3910398
vo_opengl: make compute shaders more flexible
This allows users to do their own custom sample writing, mainly meant to
address use cases such as RAVU. Also clean up the compute shader code a
bit.
2017-08-03 18:27:36 +02:00
wm4 8494fdadae vo_opengl: manage dither texture via ra
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.
2017-07-29 20:14:48 +02:00
James Ross-Gowan 9875f14ad4 vo_opengl: fix image uniforms for older OpenGL
This explicitly enables the GL_ARB_shader_image_load_store extension,
which seems to fix compute shaders for Intel/GL 3.0.
2017-07-26 08:02:03 +10:00
Niklas Haas 62de84cbe3
vo_opengl: kill off FBOTEX_COMPUTE again
The textures not having an FBO actually caused regressions when trying
to render the subtitles on top of this texture (--blend-subtitles),
which still relied on an FBO.

So just kill off the logic entirely. Why worry about a single FBO wasted
when we're allocating like 10 anyway.

Fixes #4657.
2017-07-25 06:32:29 +02:00
Bin Jin 13ef6bcf6f vo_opengl: enable compute shader for mesa
Mesa 17.1 supports compute shader but not full specs of OpenGL 4.3.
Change the code to detect OpenGL extension "GL_ARB_compute_shader"
rather than OpenGL version 4.3.

HDR peak detection requires SSBO, and polar scaler requires 2D array
extension. Add these extensions as requirement as well.
2017-07-25 04:07:26 +08:00
Niklas Haas b196cadf9f vo_opengl: support HDR peak detection
This is done via compute shaders. As a consequence, the tone mapping
algorithms had to be rewritten to compute their known constants in GLSL
(ahead of time), instead of doing it once. Didn't affect performance.

Using shmem/SSBO atomics in this way is extremely fast on nvidia, but it
might be slow on other platforms. Needs testing.

Unfortunately, setting up the SSBO still requires OpenGL calls, which
means I can't have it in video_shaders.c, where it belongs. But I'll
defer worrying about that until the backend refactor, since then I'll be
breaking up the video/video_shaders structure anyway.
2017-07-24 17:19:31 +02:00
Niklas Haas aad6ba018a vo_opengl: support compute shaders
These can either be invoked as dispatch_compute to do a single
computation, or finish_pass_fbo (after setting compute_size_minimum) to
render to a new texture using a compute shader. To make this stuff all
work transparently, we try really, really hard to make compute shaders
as identical to fragment shaders as possible in their behavior.
2017-07-24 17:19:31 +02:00
wm4 24dc91907a common, vo_opengl: add/use helper for formatted strings on the stack
Seems like I really like this C99 idiom. No reason not to generalize it
do snprintf(). Introduce mp_tprintf(), which basically this idiom to
snprintf(). This macro looks like it returns a string that was allocated
with alloca() on the caller site, except it's portable C99/C11. (And
unlike alloca(), the result is valid only within block scope.)

Use it in 2 places in the vo_opengl code. But it has the potential to
make a whole bunch of weird looking code look slightly nicer.
2017-07-24 08:12:42 +02:00
wm4 95885bbaa2 vo_opengl: make VAO helper private, remove old VAO mechanism
The struct describing vertex attributes is still public, of course.
2017-07-22 21:56:23 +02:00
wm4 a24df94fed vo_opengl: add mechanism to create/cache VAO on the fly
This removes VAO handling from video.c. Instead the shader cache will
create the VAO as needed. The consequence is that this creates a VAO
per shader, which might be a bit wasteful, but doesn't matter anyway.
2017-07-22 21:51:32 +02:00
wm4 1c81311673 vo_opengl: osd: refactor and simplify
Reduce this to 1 draw call per OSD pass. This removes the need for some
annoying special handling regarding 3D video support (we supported
duplicating the OSD/subtitles for side-by-side 3D output etc.).

Remove the unneeded texture sampler uniform thing.
2017-07-22 21:46:59 +02:00
Niklas Haas 44391af7df
vo_opengl: style
Use uintptr_t instead of size_t. Shouldn't matter, but is cleaner.
2017-07-16 18:32:48 +02:00
Niklas Haas cea8c86f18
vo_opengl: use MP_ALIGN_UP instead of FFALIGN
Consistency/style
2017-07-16 17:47:06 +02:00
Niklas Haas dead206873 vo_opengl: use glBufferSubData instead of glMapBufferRange
Performance seems pretty much unchanged but I no longer get nasty spikes
on NUMA systems, probably because glBufferSubData runs in the driver or
something.

As a simplification of the code, we also just size the PBO to always
have the full size, even for cropped textures. This seems slower but not
by relevant amounts, and only affects e.g. --vf=crop. It also slightly
increases VRAM usage for textures with big strides.

This new code path is especially nice because it no longer depends on
GL_ARB_map_buffer_range, and no longer uses any functions that can
possibly fail, thus simplifying control flow and seemingly deprecating
the manpage's claim about possible image corruption.

In theory we could also reduce NUM_PBO_BUFFERS since it doesn't seem
like we're streaming uploads anyway, but leave it in there just in
case some drivers disagree...
2017-07-16 17:46:24 +02:00
Niklas Haas 8e20ef4292
vo_opengl: update BufferData usage hints
STREAM is better than DYNAMIC because we're only using it once per
frame. As for COPY vs DRAW, that was pretty much incorrect to begin with
- but surprisngly, COPY is actually faster (sometimes significantly so,
e.g. on my NUMA system).

After testing, the best I can gather is that it has to do with the fact
that COPY requires fewer redundant memcpy()s, and also 3x reduce RAM
bandwidth (in theory).

Anyway, that bit shouldn't introduce any regressions, it's just a
documentation update. Maybe I'll change my mind about the comment again
the future, it's really hard to tell. Vulkan, please save us!
2017-07-15 23:54:20 +02:00
Niklas Haas b93bcce5df
vo_opengl: coalesce intra-plane PBOs
Instead of allocating three PBOs and cycling through them, we allocate
one PBO that's three times as large, and cycle through the subregion
offsets.

This results in arguably simpler code and faster initialization
performance. Especially for 4K textures, initializing PBOs can take
quite some time (e.g. 180ms -> 110ms). For 1080p, it's more like 66ms ->
52ms for me.

The alignment to 4096 is completely unnecessary by spec, but we do it
anyway just for peace of mind.
2017-07-15 22:11:48 +02:00
Niklas Haas dd78cc6fe7 vo_opengl: refactor vo performance subsystem
This replaces `vo-performance` by `vo-passes`, bringing with it a number
of changes and improvements:

1. mpv users can now introspect the vo_opengl passes, which is something
   that has been requested multiple times.

2. performance data is now measured per-pass, which helps both
   development and debugging.

3. since adding more passes is cheap, we can now report information for
   more passes (e.g. the blit pass, and the osd pass). Note: we also
   switch to nanosecond scale, to be able to measure these passes
   better.

4. `--user-shaders` authors can now describe their own passes, helping
   users both identify which user shaders are active at any given time
   as well as helping shader authors identify performance issues.

5. the timing data per pass is now exported as a full list of samples,
   so projects like Argon-/mpv-stats can immediately read out all of the
   samples and render a graph without having to manually poll this
   option constantly.

Due to gl_timer's design being complicated (directly reading performance
data would block, so we delay the actual read-back until the next _start
command), it's vital not to conflate different passes that might be
doing different things from one frame to another. To accomplish this,
the actual timers are stored as part of the gl_shader_cache's sc_entry,
which makes them unique for that exact shader.

Starting and stopping the time measurement is easy to unify with the
gl_sc architecture, because the existing API already relies on a
"generate, render, reset" flow, so we can just put timer_start and
timer_stop in sc_generate and sc_reset, respectively.

The ugliest thing about this code is that due to the need to keep pass
information relatively stable in between frames, we need to distinguish
between "new" and "redrawn" frames, which bloats the code somewhat and
also feels hacky and vo_opengl-specific. (But then again, this entire
thing is vo_opengl-specific)
2017-07-01 00:58:27 +02:00
wm4 759ac6cc93 vo_opengl: add option for caching shaders on disk
Mostly because of ANGLE (sadly).

The implementation became unpleasantly big, but at least it's relatively
self-contained.

I'm not sure to what degree shaders from different drivers are
compatible as in whether a driver would randomly misbehave if it's fed
a binary created by another driver. The useless binayFormat parameter
won't help it, as they can probably easily clash. As usual, OpenGL is
pretty shit here.
2017-04-08 16:43:56 +02:00
wm4 71caa0b79b vo_opengl: remove two unused symbols 2017-04-08 16:43:56 +02:00
wm4 1c0bd59bc2 vo_opengl: use 16 bit textures with angle
Regression due to 03fe506. It accidentally changed the default value if
glGetTexLevelParameteriv() is not available, which is the case with
ANGLE.
2017-04-03 18:12:42 +02:00
wm4 8fb9cc2534 vo_opengl: read framebuffer depth from actual FBO used for rendering
In some cases, such as when using the libmpv opengl-cb API, or with
certain vo_opengl backends, the main framebuffer is never accessed.
Instead, rendering is done to a FBO that acts as back buffer. This meant
an incorrect/broken bit depth could be used for dithering.

Change it to read the framebuffer depth lazily on the first render call.

Also move the main FBO field out of the GL struct to MPGLContext,
because the renderer's init function does not need to access it anymore.
2017-03-20 13:31:28 +01:00
wm4 03fe50651b vo_opengl: move some init_gl code to utility functions 2017-03-20 13:20:35 +01:00
wm4 03933f3564 vo_opengl: fix some undefined behavior
The gl_timer_last_us() function could access samples[-1]. Fix by
coercing to unsigned, so the % will put it into index [0,max). The
real value returned in this corner case doesn't mean too much, I
guess.
2017-03-18 20:22:50 +01:00
wm4 79272e1469 Fix two typos
They're unrelated. Sue me.
2017-02-20 08:47:17 +01:00
wm4 09238a9bb5 vo_opengl: don't rely on viewport to contain window dimensions
Apparently we don't always set the viewport to window dimensions
anymore, e.g. if nothing is actually rendered. This means the viewport
can contain old values.

The window screenshot code uses the viewport values to guess the default
framebuffer dimensions. With --force-window --idle --no-osc (which draws
nothing and issues a glClear() command only), taking a screenshot would
yield an image with the wrong size and possibly garbage in it. Fix this
by explicitly passing the currently known window dimensions. Abusing the
values stored in the viewport was questionable anyway.
2016-12-02 15:26:45 +01:00
wm4 30d147687f vo_opengl: fix OSD with icc-profile after previous commit
This happened to break because the texture unit wasn't reset to 0, which
some code expects. The OSD code in particular set the OSD texture on the
wrong texture unit, with the result that OSD/OSC was not visible.
2016-09-14 22:49:08 +02:00
wm4 88a07c5f53 vo_opengl: dynamically manage texture units
A minor cleanup that makes the code simpler, and guarantees that we
cleanup the GL state properly at any point.

We do this by reusing the uniform caching, and assigning each sampler
uniform its own texture unit by incrementing a counter. This has various
subtle consequences for the GL driver, which hopefully don't matter. For
example, it will bind fewer textures at a time, but also rebind them
more often.

For some reason we keep TEXUNIT_VIDEO_NUM, because it limits the number
of hook passes that can be bound at the same time.

OSD rendering is an exception: we do many passes with the same shader,
and rebinding the texture each pass. For now, this is handled in an
unclean way, and we make the shader cache reserve texture unit 0 for the
OSD texture. At a later point, we should allocate that one dynamically
too, and just pass the texture unit to the OSD rendering code. Right now
I feel like vo_rpi.c (may it rot in hell) is in the way.
2016-09-14 20:46:45 +02:00
wm4 e24ba8fa7f vo_opengl: require explicit reset on shader cache after rendering
The caller now has to call gl_sc_reset(), and _after_ rendering. This
way we can unset OpenGL state that was setup for rendering. This affects
the shader program, for example. The next commit uses this to
automatically manage texture units via the shader cache.

vo_rpi.c changes untested.
2016-09-14 20:24:06 +02:00
Niklas Haas 8f1a889f75 vo_opengl: make the number of PBOs tunable
Also set the number of PBOs from 2 to 3, which should be better for
pipelining. This makes it easier to add more in the future.
2016-09-14 14:07:21 +02:00