If a VO-area option changes, gl_video_resize() is called
unconditionally. This function does something even if the size does not
change (at least it discards buffered frames for interpolation), which
can lead to stutter when you keep firing option change events during
playback.
Check for an actual resize, and if nothing changes, exit early.
Could cause a crash if anything called ra_get_imgfmt_desc(imgfmt=0). Let
it fail correctly. This can happen if a hwdec backend does not set
hw_subfmt correctly.
This also introduces RA_CAP_GLOBAL_UNIFORM. If this is not set, UBOs
*must* be used for non-bindings. Currently the cap is ignored though,
and the shader_cache *always* generates UBO-using code where it can.
Could be made an option in principle.
Only enabled for drivers new enough to support explicit UBO offsets,
just in case...
No change to performance, which is probably what we expect.
This no longer concerns the API user except in as much as the API user
probably wants to know whether or not PBOs are active, so keep around
the CAP field even though it's mostly useless now.
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.
I don't like the feeling of "reusing" the int binding for this. It
feels... wrong, somehow. I'd prefer to use an explicit "offset" field.
(Plus, I might re-use this for uniform buffers or something)
YMMV
I really wouldn't care much about this, but some parts of the core code
are under HAVE_GPL, so there's some need to get rid of it. Simply turn
the video equalizer from its current fine-grained handling with vf/vo
fallbacks into global options. This makes updating them much simpler.
This removes any possibility of applying video equalizers in filters,
which affects vf_scale, and the previously removed vf_eq. Not a big
loss, since the preferred VOs have this builtin.
Remove video equalizer handling from vo_direct3d, vo_sdl, vo_vaapi, and
vo_xv. I'm not going to waste my time on these legacy VOs.
vo.eq_opts_cache exists _only_ to send a VOCTRL_SET_EQUALIZER, which
exists _only_ to trigger a redraw. This seems silly, but for now I feel
like this is less of a pain. The rest of the equalizer using code is
self-updating.
See commit 96b906a51d for how some video equalizer code was GPL only.
Some command line option names and ranges can probably be traced back to
a GPL only committer, but we don't consider these copyrightable.
So far, we had a thread-safe way to read options, but no option update
notification mechanism. Everything was funneled though the main thread's
central mp_option_change_callback() function. For example, if the
panscan options were changed, the function called vo_control() with
VOCTRL_SET_PANSCAN to manually notify the VO thread of updates. This
worked, but's pretty inconvenient. Most of these problems come from the
fact that MPlayer was written as a single-threaded program.
This commit works towards a more flexible mechanism. It adds an update
callback to m_config_cache (the thing that is already used for
thread-safe access of global options).
This alone would still be rather inconvenient, at least in context of
VOs. Add another mechanism on top of it that uses mp_dispatch_queue, and
takes care of some annoying synchronization issues. We extend
mp_dispatch_queue itself to make this easier and slightly more
efficient.
As a first application, use this to reimplement certain VO scaling and
renderer options. The update_opts() function translates these to the
"old" VOCTRLs, though.
An annoyingly subtle issue is that m_config_cache's destructor now
releases pending notifications, and must be released before the
associated dispatch queue. Otherwise, it could happen that option
updates during e.g. VO destruction queue or run stale entries, which is
not expected.
Rather untested. The singly-linked list code in dispatch.c is probably
buggy, and I bet some aspects about synchronization are not entirely
sane.
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.
This broke screensaver/powersave inhibition with at least KDE and
LXDE. This is a release blocker.
Since fdo, KDE and GNOME idiots seem to be unable to reach
a consensus on a simple protocol, this seems unlikely to get
fixed upstream this year, so revert this change.
Fixes#4752.
Breaks #4706 but I don’t give a damn.
This reverts commit 3f75b3c343.
- 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.
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
This extracts non-ANGLE specific code to d3d11_helpers.c, which is
modeled after egl_helpers.c. Currently the only consumer is
context_angle.c, but in future this may allow the D3D11 device and
swapchain creation logic to be reused in other backends.
Also includes small improvements to D3D11 device creation. It is now
possible to create feature level 11_1 devices (though ANGLE does not
support these,) and BGRA swapchains, which might be slightly more
efficient than ARGB, since its the same format used by the compositor.
This is for legacy GL: if VAOs are not available, the helper has to
specify vertex attributes again on every rendering. gl_vao_init() keeps
the vertex array for this purpose. Unfortunately, a temporary argument
was passed to the function, instead of the permanent copy.
Also, it didn't use num_entries (instead expected the array being
terminated by a {0} entry). Fix that source code indentation too.
In commit c6fafbffac we accidentally set the logical texture size to
the cropped video size, which is not correct. This caused rendering
artifacts in some cases.
Use the video surfaces size instead. Since the current mp_image_params
contains the cropped size only, wrapper texture creation has to be moved
to the _map function. Move the same code for the mixer case (strictly
speaking this is not needed, but seems more symmetric).
(Also there is no need to clear gl_textures on uninit - leftover from
the old hwdec mapper API. So we just drop that part.)
Fixes#4760.
Retrieve the depth for each component and internal texture format
separately. Only for 8 bit per component textures we assume that all
bits are used (or else we would in my opinion create too many probe
textures).
Assuming 8 bit components are always correct also fixes operation in
GLES3, where we assumed that each component had -1 bits depth, and this
all UNORM formats were considered unusable. On GLES, the function to
check the real bit depth is not available. Since GLES has no 16 bit
UNORM textures at all, except with the MPGL_CAP_EXT16 extension, just
drop the special condition for it. (Of course GLES still manages to
introduce a funny special case by allowing GL_LUMINANCE , but not
defining GL_TEXTURE_LUMINANCE_SIZE.)
Should fix#4749.
Runtime untested, because I get this:
[vo/rpi] Could not get DISPMANX objects.
This happened even when building older git versions, and on a RPI image
that hasn't changed in the recent years. I don't know how to make this
POS work again, so I guess if there's a bug in the new code, it will
remain broken.
This does two separate rather intrusive things:
1. Make the hwdec context (which does initialization, provides the
device to the decoder, and other basic state) and frame mapping
(getting textures from a mp_image) separate. This is more
flexible, and you could map multiple images at once. It will
help removing some hwdec special-casing from video.c.
2. Switch all hwdec API use to ra. Of course all code is still
GL specific, but in theory it would be possible to support other
backends. The most important change is that the hwdec interop
returns ra objects, instead of anything GL specific. This removes
the last dependency on GL-specific header files from video.c.
I'm mixing these separate changes because both requires essentially
rewriting all the glue code, so better do them at once. For the same
reason, this change isn't done incrementally.
hwdec_ios.m is untested, since I can't test it. Apart from superficial
mistakes, this also requires dealing with Apple's texture format
fuckups: they force you to use GL_LUMINANCE[_ALPHA] instead of GL_RED
and GL_RG. We also need to report the correct format via ra_tex to
the renderer, which is done by find_la_variant(). It's unknown whether
this works correctly.
hwdec_rpi.c as well as vo_rpi.c are still broken. (I need to pull my
RPI out of a dusty pile of devices and cables, so, later.)
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.
It's an ancient X11 protocol extension that apparently nobody uses
anymore (desktop environments in particular have replaced it with
equally bad protocols that require tons of dependencies). Users keep
complaining about it being a required dependency.
The impact is likely minimal to none.
Fixes#4706 and other annoying people.