Following commit 84ccebd9, the internal helpers don't allow GL_RGB and
GL_RGBA as internal formats for FBO attachments anymore.
While OpenGL itself is perfectly fine with it, I don't see much of a
reason to bother, and mixing sized and unsized internal formats is
confusing anyway.
Just remove these formats.
gl_video_upload_image() can fail in the hardware decoding case. In this
case rendering continued "normally", which meant that pass_get_img_tex()
would kill the process with an assertion failure.
Fix this by allowing gl_video_upload_image() to fail, and exit rendering
early enough to skip code which requires an image to be present. (Maybe
this is still a bit too subtle, but better than before.)
Set an error flag, and render the blue screen we introduced for shader
errors. (For this purpose also move the rendering of it to final output,
to ensure it's visible at all.) The error flag is temporary, because the
associated failure might also be temporary, unlike shader compilation
errors.
ANGLE doesn't handle this very strictly. But if they change this in the
future, it shouldn't brick us.
Not quite happy with this glsl_extensions fields, but it is quite
unintrusive after all.
With the new hooks mechanism, user shaders and such are actually loaded
before rendering starts, instead of being loaded during rendering. This
is used to cache them (instead of e.g. reparsing them every frame).
The cached state wasn't cleared correctly in some situations. Namely,
resizing didn't correctly enable/disable prescale hooks.
Reorganize how these reinitializations are handled. Get rid of
reinit_rendering(), whose meaning was pretty unclear. Call the required
functions to reset or recreate state directly wherever they are needed.
This makes it so that users with actual HDR displays can just set their
config to target-trc=st2084 and get native HDR output. This will look a
bit silly for SDR content (everything will be really bright), but for
lack of a better tone mapping situation (including reverse tone mapping)
this is the easiest thing to do for now.
Ideally the brightness metadata should be part of the colorspace struct
or something (with mpv always adapting where necessary), but it depends
on the TRC and not the primaries so it's a bit more complicated than
that.
Since dumb mode is affected by tone mapping (which I'll call a feature,
not a bug), we need to copy over the configuration - in particular, the
defaults. (To prevent a render failure)
Since HDR content is now auto-detected as such, we should probably do
something smarter in the "no configuration" case, such as outputting
gamma 2.2 instead.
This decision will affect the majority of users of stock configurations
who just play back appropriately tagged HDR files, so having a good
default behavior is important. "Output the HDR content as-is" is
definitely not likely to give the user a good result.
Make it dynamic and never remove entries from it.
For now, this is better than possibly creating dangling pointers all
over the place in the gl_user_shader struct.
Untested.
This is now a configurable option, with tunable parameters.
I got inspiration for these algorithms off wikipedia. "simple" seems to
work pretty well, but not well enough to make it a reasonable default.
Some other notable candidates:
- Local functions (e.g. based on local contrast or gradient)
- Clamp with soft knee (linear up to a point)
- Mapping in CIE L*Ch. Map L smoothly, clamp C and h.
- Color appearance models
These will have to be implemented some other time.
Note that the parameter "peak_src" to pass_tone_map should, in
principle, be auto-detected from the SEI information of the source file
where available. This will also have to be implemented in a later
commit.
Due to the way color management in mpv worked historically, the subtitle
blending function was written to preserve the linearity of the input.
(In the past, the 3DLUT function required linear inputs)
Since the 3DLUT was refactored to accept the video color directly, the
re-linearization after blending is now virtually always redundant.
(Notably, it's also redundant when CMS is turned off, so this way of
writing the code stopped making sense a long time ago. It is a remnant
from before the pass_colormanage function was as flexible as it is now)
Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
This is much more readable than hard-coding magic IDs all over the file,
and removes the need for all the explanatory comments that were a direct
result of this.
This macro takes care of rotation, swizzling, integer conversion and
normalization automatically. I found the performance impact to be
nonexistant for superxbr and debanding, although rotation *did* have an
impact due to the extra matrix multiplication. (So it gets skipped where
possible)
All of the internal hooks have been rewritten to use this new mechanism,
and the prescaler hooks have finally been separated from each other.
This also means the prescale FBO kludge is no longer required.
This fixes image corruption for image formats like 0bgr, and also fixes
prescaling under rotation. (As well as other user hooks that have
orientation-dependent access)
The "raw" attributes (tex, tex_pos, pixel_size) are still un-rotated, in
case something needs them, but ideally the hooks should be rewritten to
use the new API as much as possible. The hooked texture has been renamed
from just NAME to NAME_raw to make script authors notice the change (and
also deemphasize direct texture access).
This is also a step towards getting rid of the use_integer pass.
This replaces the previous TRANSFORM by WIDTH, HEIGHT and OFFSET where
WIDTH and HEIGHT are RPN expressions. This allows for more fine-grained
control over the output size, and also makes sure that overwriting
existing textures works more cleanly.
(Also add some more useful bstr functions)
This allows users to add their own near-arbitrary hooks to the vo_opengl
processing pipeline, greatly enhancing the flexibility of user shaders.
This enables, among other things, user shaders such as CrossBilateral,
SuperRes, LumaSharpen and many more.
To make parsing the user shaders easier, shaders are now loaded as
bstrs, and the hooks are set up during video reconfig instead of on
every single frame.
These are "sequence points" where the image could be rendered out to an
FBO, hooked, and re-loaded if any such hook exists. This is perfect for
things like the current user shaders system, as well as optional effects
like unsharp masking.
Note that since we have to pick *some* FBO to store the optionally
hooked texture, we just store it in an array indexed by an increasing
counter. Since we only ever store as many as MAX_TEXTURE_HOOKS + all
internal hook points entries, this is guaranteed to be enough space.
This commit also removes some of the now unused FBOs.
The hook mechanism allows arbitrary processing stages to get dispatched
whenever certain named textures have been "finalized" by the code.
This is mostly meant to serve as a change that opens up the internal
processing in pass_read_video to user scripts, but as a side benefit all
of the code dealing with offsets and plane alignment and other such
confusing things has been rewritten.
This hook mechanism is powerful enough to cover the needs of both
debanding and prescaling (and more), so as a result they can be removed
from pass_read_video entirely and implemented through hooks.
Some avenues for optimization:
- The prescale hook is currently somewhat distributed code-wise. It might be
cleaner to split it into superxbr and NNEDI3 hooks which can each be
self-contained.
- It might be possible to move a large part of the hook code out to an
external file (including the hook definitions for debanding and
prescaling), which would be very much desired.
- Currently, some stages (chroma merging, integer conversion) will
*always* run even if unnecessary. I'm planning another series of
refactors (deferred img_tex) to allow dropping unnecessary shader
stages like these, but that's probably some ways away. In the meantime
it would be doable to re-add some of the logic to skip these stages if
we know we don't need them.
- More hook locations could be added (?)
Instead of rounding down, we round to the nearest float. This reduces
the maximum possible error introduced by this rounding operation. Also
clarify the comment.
Fixes broken colors with --vf=format=0bgr (but only if deband is
disabled).
0bgr means the first byte is padding, while the following three bytes
are bgr. From the vo_opengl perspective, it has 4 physical components
with 3 logical components. copy_img_tex() simply copied 3 components
from the physical representation, which means the last component (r) was
sliced off.
Fix this by not using p->color_swizzle for packed formats, and instead
let packed formats set the per-plane swizzle in texplane.swizzle. The
latter applies the swizzle as part of operation in copy_img_tex(), which
essentially moves physical to logical representations.
Unfortunately, debanding (and thus with opengl-hq defaults) is still
broken.
Make the find_plane_format function take a bit count.
This also makes the function's comment true for the first time the
function and its comment exist. (It was commented as taking bits, but
always took bytes.)
Now that we know in advance whether an implementation should support a
specific format, we have more flexibility when determining which format
to use.
In particular, we can drop the roundabout ES logic.
I'm not sure if actually trying to create the FBO for probing still has
any value. But it might, so leave it for now.
Even if everything else is available, the need for first class arrays
breaks it. In theory we could fix this since we don't strictly need
them, but I guess it's not worth bothering.
Also give the misnamed have_mix variable a slightly better name.
This merges all knowledge about texture format into a central table.
Most of the work done here is actually identifying which formats exactly
are supported by OpenGL(ES) under which circumstances, and keeping this
information in the format table in a somewhat declarative way. (Although
only to the extend needed by mpv.) In particular, ES and float formats
are a horrible mess.
Again this is a big refactor that might cause regression on "obscure"
configurations.
In theory this was needed for the previous commit (but wasn't in
practice, since for hwdec the LUMINANCE_ALPHA mangling is not applied
anymore, and ANGLE uses RG textures in absence of GL_ARB_texture_rg for
whatever crazy reasons).
In practice this caused funky colors on OSX with the uyvy422 format,
which is also fixed in this commit.
Rename gl_hwdec_driver.map_image to map_frame, and let it fill out a
struct gl_hwdec_frame describing the exact texture layout. This gives
more flexibility to what the hwdec interop can export. In particular, it
can export strange component orders/permutations and textures with
padded size. (The latter originating from cropped video.)
The way gl_hwdec_frame works is in the spirit of the rest of the
vo_opengl video processing code, which tends to put as much information
in immediate state (as part of the dataflow), instead of declaring it
globally. To some degree this duplicates the texplane and img_tex
structs, but until we somehow unify those, it's better to give the hwdec
state its own struct. The fact that changing the hwdec struct would
require changes and testing on at least 4 platform/GPU combinations
makes duplicating it almost a requirement to avoid pain later.
Make gl_hwdec_driver.reinit set the new image format and remove the
gl_hwdec.converted_imgfmt field.
Likewise, gl_hwdec.gl_texture_target is replaced with
gl_hwdec_plane.gl_target.
Split out a init_image_desc function from init_format. The latter is not
called in the hwdec case at all anymore. Setting up most of struct
texplane is also completely separate in the hwdec and normal cases.
video.c does not check whether the hwdec "mapped" image format is
supported. This should not really happen anyway, and if it does, the
hwdec interop backend must fail at creation time, so this is not an
issue.
This gives us 16 bit fixed-point integer texture formats, including
ability to sample from them with linear filtering, and using them as FBO
attachments.
The integer texture format path is still there for the sake of ANGLE,
which does not support GL_EXT_texture_norm16 yet.
The change to pass_dither() is needed, because the code path using
GL_R16 for the dither texture relies on glTexImage2D being able to
convert from GL_FLOAT to GL_R16. GLES does not allow this. This could be
trivially fixed by doing the conversion ourselves, but I'm too lazy to
do this now.
The active texture and some pixelstore parameters are now always reset
to defaults when entering and leaving the renderer. Could be important
for libmpv.
Apply basic transformations like rotation by 90° and mirroring when
sampling from the source textures. The original idea was making this
part of img_tex.transform, but this didn't work: lots of code plays
tricks on the transform, so manipulating it is not necessarily
transparent, especially when width/height are switched. So add a new
pre_transform field, which is strictly applied before the normal
transform.
This fixes most glitches involved with rotating the image.
Cropping and rotation are now weirdly separated, even though they could
be done in the same step. I think this is not much of a problem, and
has the advantage that changing panscan does not trigger FBO
reallocations (I think...).
This commit refactors the 3DLUT loading mechanism to build the 3DLUT
against the original source characteristics of the file. This allows us,
among other things, to use a real BT.1886 profile for the source. This
also allows us to actually use perceptual mappings. Finally, this
reduces errors on standard gamut displays (where the previous 3DLUT
target of BT.2020 was unreasonably wide).
This also improves the overall accuracy of the 3DLUT due to eliminating
rounding errors where possible, and allows for more accurate use of
LUT-based ICC profiles.
The current code is somewhat more ugly than necessary, because the idea
was to implement this commit in a working state first, and then maybe
refactor the profile loading mechanism in a later commit.
Fixes#2815.
This also draws it after color management etc. In a nutshell, this
change makes the transparency checkerboard independent of upscaling,
panning, cropping etc. It will always be the same apparent size and
position (relative to the window).
It will also be independent of the video colorspace and such things.
(Note: This might cause white imbalance issues if playing a file with a
white point that does not match the display, in absolute colorimetric
mode. But that's uncommon, especially in conjunction with transparent
image files, so it's not a primary concern here)
Until now, we've let the windowing backend decide. But since they
usually require premultiplied alpha, and premultiplied alpha is easier
to handle, hardcode it.
The recent changes fixed rotation handling, but reversed the rotation
direction. The direction is expected to be counter-clockwise, because
demuxers export video rotation metadata as such.
This has been completely broken since commit 93546f0c. But even before,
rotation handling did not make too much sense. In particular, it rotated
the contents of the cropped image, instead of adjusting the crop
rectangle as well. The result was that things like panscan or zooming
did not behave as expected with rotation applied.
The same is true for vertical flipping. Flipping is triggered by
negative image stride. OpenGL does not support flipping the image on
upload, so it's done as part of the rendering. It can be triggered with
--vf=flip, but other filters and even decoders could setup negative
stride to flip the image.
Fix these issues by applying transforms to texture coordinates properly,
and by making rotation and flipping part of these transforms.
This still doesn't work properly for separated scaling. The issue is
that we'd have to adjust how the passes are done. For now, pick a very
stupid solution by rotating the image to a FBO, and then scaling from
that. This has the avantage that the scale logic doesn't have to be
complicated for such a rare case. It could be improved later.
Prescaling is apparently still broken. I don't know if chroma
positioning works properly either. None of this should affect the case
with no rotation.
If the texture count is lower than 4, entries in va.textcoord[] will
remain uninitialized. While this is unlikely to be a problem (since
these values are unused on the shader side too), it's not nice and might
explain some things which have shown up in valgrind.
Fix by always initializing the whole thing.