Commit Graph

2641 Commits

Author SHA1 Message Date
wm4 f72a33d2cb vo_opengl: organize ra PBO flag slightly differently
Instead of having a mutable ra_tex field (and the only one), move the
flag to struct ra, since we have only 2 tex_upload user calls anyway,
and both want the same PBO behavior. (At first I considered making it
a RA_TEX_UPLOAD_ flag, but why bother. PBOs are a terribly GL-specific
thing, so we can't expect a reasonable abstraction of it anyway.)
2017-08-05 13:48:46 +02:00
wm4 dd096863fa vo_opengl: make OSD code use ra for textures
This requires a silly extension to ra_fns.tex_upload: since the OSD
texture can be much larger than the actual OSD image data to upload, a
mechanism for uploading only to a small part of the texture is needed.
Otherwise, we'd have to realloc/copy the data, just to pad it, and then
pay for uploading the padding too.

The RA_TEX_UPLOAD_DISCARD flag is not interpreted by GL (not sure how
you'd tell GL about this), but it clarifies the API and might be
helpful if we support other backend APIs in the future.
2017-08-05 13:44:30 +02:00
wm4 8dd4ae13ff vo_opengl: restore OSX "old" hwdec
Probably. Untested.
2017-08-05 13:09:05 +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 fa4a1c4675 vo_opengl: always use GL_TRIANGLES for all primitives
Will make the ra layer _slightly_ simpler.
2017-08-05 13:09:05 +02:00
wm4 0206efa94a vo_opengl: pass ra objects during rendering instead of GL objects
Another "small" step towards removing GL dependencies from the renderer.
This commit generally passes ra_tex objects instead of GL FBO integer
IDs to various rendering functions. video.c still manually binds the
FBOs when calling shaders.

This also happens to fix a memory leak with output_fbo.
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
James Ross-Gowan 037c7a9279 w32_common: handle media keys
This was attempted before in fc9695e63b, but it was reverted in
1b7ce759b1 because it caused conflicts with other software watching
the same keys (See #2041.) It seems like some PCs ship with OEM software
that watches the volume keys without consuming key events and this
causes them to be handled twice, once by mpv and once by the other
software.

In order to prevent conflicts like this, use the WM_APPCOMMAND message
to handle media keys. Returning TRUE from the WM_APPCOMMAND handler
should indicate to the operating system that we consumed the key event
and it should not be propogated to the shell. Also, we now only listen
for keys that are directly related to multimedia playback (eg. the
APPCOMMAND_MEDIA_* keys.) Keys like APPCOMMAND_VOLUME_* are ignored, so
they can be handled by the shell, or by other mixer software.
2017-08-05 02:38:44 +10:00
Rostislav Pehlivanov e406e81477 vo_opengl: always print when getting embedded ICC profile data
The printout in get_vid_profile() gets skipped if icc caching has
been enabled, so always print if an embedded ICC profile has been
provided.
2017-08-04 09:50:13 +01:00
Niklas Haas fee6b287a5 vo_opengl: support embedded ICC profiles
This currently only works when using lcms-based color management
(--icc-profile-*).

In principle, we could also support using lcms even when the user has
not specified an ICC profile, by generating the profile against a fixed
reference (--target-prim/--target-trc) instead. I still might do that
some day, simply because 3dlut provides a higher quality conversion than
our simple gamut mapping does for stuff like BT.2020, and also because
it's now needed to enable embedded ICC profiles. But that would be a
separate change, so preserve the status quo for now.

(Besides, my opinion is still that you should be using an ICC profile if
you care about colors being accurate _at all_)
2017-08-03 21:48:25 +02:00
Niklas Haas 0f956f0929
vo_opengl: use GL_CLIENT_STORAGE_BIT for DR
mesa won't pick client storage unless this bit is set, and we
*absolutely* want to be using client storage for our DR PBOs.
Performance is shit on AMD otherwise. (Nvidia always uses client storage
for persistent coherent buffers whether you tell it it or not, probably
because it's way faster and nvidia doesn't trust users to figure that
out on their own)
2017-08-03 20:06:58 +02:00
wm4 7625bcc716 vo_opengl: remove unused ra_mapped_buffer.preferred_align field
It makes no sense to have this on an already created buffer.

If anything, the ra backend would have to export this as a global value
(e.g. struct ra field), so that whatever allocates the buffer can
account for the required alignment. Since this code is in vo_opengl.c in
the first place, and since GL doesn't dictate any special alignment
here, it doesn't make sense in the first place to export this. (Maybe
something like this will be required later.)
2017-08-03 18:59:43 +02:00
Niklas Haas 2bf094cd55
vo_opengl: don't hardcode texmap0 for polar compute
This was an oversight. The ID shouldn't be hard-coded here, so add it to
sampler_prelude instead.
2017-08-03 18:55:52 +02:00
Niklas Haas 5e89aed934 vo_opengl: don't precompute texcoord in global scope
Breaks on mesa for whatever reason... even though it doesn't generate a
GLSL shader compiler error

Shouldn't make a performance difference for us because we cache `pos`
anyway, and most compute shaders will probably cache all of their
samples to shmem. Might have to re-visit this when we have an actual use
case for repeated sampling inside CS though. (RAVU + anti-ringing is a
possible candidate for that)
2017-08-03 18:50:07 +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 e7d31d12be vo_opengl: add legend for texture format debug dump 2017-08-03 16:19:57 +02:00
wm4 1479c7bd0d vo_opengl: give special Apple name a more appropriate name
Or less appropriate, as some would argue. The new name is short for
"Apple YUV packed".

(This format is needed only for hardware decoding on rather old Apple
hardware, and a very annoying special case.)
2017-08-03 16:19:56 +02:00
wm4 ffe0526064 vo_opengl: simplify/fix user shader textures
This broke float textures, which were actually used by some shaders.
There were probably some other bugs as well.

Lots of code can be avoided by using ra_tex_params directly, so do that.

The main change is that COMPONENT/FORMAT are replaced by a single FORMAT
directive, which takes different parameters now. Due to the mess with
16/32 bit float textures, and because we want to support other APIs than
just GL in the future, it's not really clear how this should be handled,
and the nice component/type separation makes things actually harder. So
just jump the gun and use the ra_format.name names, which were
originally meant mostly for debugging. (This is probably something that
will be regretted later.)

Still only superficially tested, but seems to work.

Fixes #4708.
2017-08-03 16:19:49 +02:00
Niklas Haas 2bcf04a7bd
vo_opengl: fix constexprs on ANGLE
I hate GLES
2017-08-03 14:27:38 +02:00
Niklas Haas 8f484567fc vo_opengl: fix HLG OOTF inverse
Got the "sign" of the second multiplication wrong.
2017-08-03 14:26:35 +02:00
Niklas Haas 5e1e7d32e8
vo_opengl: generalize HDR tone mapping to gamut mapping
Since this code was already written for HDR, and is now per-channel
(because it works better for HDR as well), we can actually reuse this to
get very high quality gamut mapping without clipping. The only required
change is to move the tone mapping from before the gamut map to after
the gamut map. Additonally, we need to also account for changes in the
signal range as a result of applying the CMS when we compute ref_peak,
which is fortunately pretty easy because we only need to consider the
case of primaries mapping to themselves.

Since `HDR` no longer really makes sense as a label, rename it to
`--tone-mapping` in general. Also fits better with
`--tone-mapping-desat` etc.

Arguably we could also rename `--hdr-compute-peak`, but that option is
basically only useful for HDR content anyway because we don't need
information about the signal range for gamut mapping.

This (finally!) gives us reasonably high quality gamut mapping even in
the absence of an ICC profile / 3DLUT.
2017-08-03 12:46:57 +02:00
Niklas Haas 6074cfdfd4
vo_opengl: implement HLG OOTF inverse
Huge thanks to @rusxg for finding this solution, which was previously
believed not to exist. Of course, we still don't actually need it, but I
don't want to leave this half-implemented in case somebody does in the
future.
2017-08-03 12:05:37 +02:00
Alex Notes bda32d99d7 cocoa: fix the support of multiple renderers (GPU switch)
So far, switching between integrated and discrete GPU would cause the
kernel to kill mpv due to an indecipherable buffer error. The technical
note TN2229 from Apple recommends to enable OpenGL Offline Renderers for
every Mac with more GPUs than displays to handle the switch between GPU.

By ordering the array from the least commonly rejected to the most,
we can sequentially remove PixelFormat attributes to fit the host.

Fixes #2371
2017-07-31 20:23:58 +02:00
Akemi 80758eda17 cocoa: remove usage of FFABS and the dependency on libavutil/common.h 2017-07-31 20:22:33 +02:00
Akemi b726f1eb90 cocoa: distinguish between horizontal and vertical scroll
we need to switch the x and y deltas when Shift is being held because
macOS switches them around. otherwise we would get a horizontal scroll
on a vertical one and vice versa.

additional we switch from deltaX/Y to scrollingDeltaX/Y since the Apple
docs suggest it's the preferred way now. in my tests both reported the
same values on imprecise scrolls though.
2017-07-31 20:22:33 +02:00
wm4 53188a14bf vo_opengl: manage user shader textures with ra
Drops some features I guess, no idea if those were needed. Untested due
to lack of test cases.
2017-07-30 11:38:52 +02:00
wm4 5429dbf2a2 vo_opengl: fix dither texture filter
Should be GL_NEAREST, not GL_LINEAR.
2017-07-30 09:43:41 +02:00
wm4 ab1ffa1382 vo_opengl: manage ICC LUT texture via ra
Also move the capability check to gl_video_get_lut3d(), because it
seems more convenient (ra won't have a _CAP_EXT16).
2017-07-29 21:23:31 +02:00
wm4 37b7b32d61 vo_opengl: manage scaler LUT textures via ra
Also fix the RA_CAP_ bitmask nonsense.
2017-07-29 20:15:59 +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
wm4 0f9fcf0ed4 vo_opengl: do not use GL format conversion on texture upload
The dither texture data is created as a float array, but uploaded to a
texture with GL_R16 as internal format. We relied on GL to do the
conversion from float to uint16_t. Not all GL variants even support
this: GLES does not provide this conversion (one of the reasons why this
code has a float16 code path). Also, ra is not going to do this. So just
convert on the fly.

Still keep the float16 texture format fallback, because not all GLES
implementations provide GL_R16.

There is some possibility that we'll need to provide some kind of upload
conversion anyway for float->float16. We still rely on GL doing this
implicitly, and all GL variants support it, but with RA there might be
the need for explicit conversion. Even then, it might be best to reduce
the number of conversion cases. I'll worry about this later.
2017-07-29 20:12:43 +02:00
wm4 6fcc09ff3d vo_opengl: use ra_* for format negotiation too
Format handling via ra_* was added earlier, but the format negotiation
part was forgotten.

Actually move some aspects of it to ra_get_imgfmt_desc(). Also make sure
the unorm and float formats selected by the common format lookup
functions are linear filterable. (For OpenGL, this is implicitly
guaranteed, so it wasn't done before.) Whether these assumptions should
be checked/enforced in the ra code at all is a bit fuzzy, but with ra
being helper code only for the actual video renderer, it's probably
justified.
2017-07-29 20:11:51 +02:00
Niklas Haas 345bb193fe
vo_opengl: support loading custom user textures
Parsing the texture data as raw strings makes the textures the most
portable and self-contained. In order to facilitate different types of
shaders, the parse_user_shader interaction has been changed to instead
have it loop through blocks and call the passed functions for each valid
block parsed. This is more modular and also cleaner, with better code
separation.

Closes #4586.
2017-07-27 23:51:05 +02:00
Niklas Haas f1af6e53f0 vo_opengl: slightly refactor user_shaders code
- Each struct tex_hook now stores multiple hooks, this allows us to
  avoid the awkward way of the current code has to add the same pass
  multiple times.

- As a consequence, SHADER_MAX_HOOKS was split up into SHADER_MAX_PASSES
  (number of tex_hooks) and SHADER_MAX_HOOKS (number of hooked textures
  per tex_hook), and both numbers decreased correspondingly.

- Instead of having a weird free() callback, we can just leverage
  talloc's recursive free behavior. The only user is the user shaders code
  anyway.
2017-07-27 23:45:17 +02:00
Niklas Haas ea76f79e5d
vo_opengl: tone map on the maximum signal component
This actually makes sure we don't decolor due to clipping even when the
signal itself exceeds the luma by a significant factor, which was pretty
common for saturated blues (and to a lesser degree, reds) - most
noticeable in skies etc.

This prevents the turn-the-sky-cyan effect of mobius tone mapping, and
should also improve the other tone mapping modes in quality.
2017-07-27 09:40:12 +02:00
Niklas Haas e1cc43182c
vo_opengl: fix mpgl_caps bit check
As pointed out by @bjin, this would match if _any_ of the reqs are set.
Need to test for explicit equality.
2017-07-27 00:38:54 +02:00
wm4 81851febc4 vo_opengl: start work on rendering API abstraction
This starts work on moving OpenGL-specific code out of the general
renderer code, so that we can support other other GPU APIs. This is in
a very early stage and it's only a proof of concept. It's unknown
whether this will succeed or result in other backends.

For now, the GL rendering API ("ra") and its only provider (ra_gl) does
texture creation/upload/destruction only. And it's used for the main
video texture only. All other code is still hardcoded to GL.

There is some duplication with ra_format and gl_format handling. In the
end, only the ra variants will be needed (plus the gl_format table of
course). For now, this is simpler, because for some reason lots of hwdec
code still requires the GL variants, and would have to be updated to
use the ra ones.

Currently, the video.c code accesses private ra_gl fields. In the end,
it should not do that of course, and it would not include ra_gl.h.

Probably adds bugs, but you can keep them.
2017-07-26 11:31:43 +02:00
Niklas Haas 5904eddb38
vo_opengl: describe the texture uploading mode
Be a bit more transparent here, which is especially helpful when people
are sending me screenshots of stats pages.
2017-07-26 02:42:23 +02:00
Niklas Haas b31020b193
vo_opengl: check against shmem limits
The radius check was not strict enough, especially not for all
platforms. To fix this, actually check the hardware capabilities instead
of relying on a hard-coded maximum radius.
2017-07-26 01:54:33 +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 49a648447f vo_opengl: cosmetic change 2017-07-25 20:14:03 +02:00
Niklas Haas f2809e19f0 vo_opengl: add PRINTF_ATTRIBUTE to gl_sc_ssbo
Doesn't uncover any bugs, but apparently we're getting in the habit of
this anyway.
2017-07-25 06:35:10 +02:00
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
Niklas Haas d099e037ef
vo_opengl: fix incoherent SSBO usage
According to the OpenGL spec, atomic access to SSBO variables is *not*
guaranteed to be coherent, even when reusing the same SSBO attached to
the same shader across different frames. So we actually need a
glMemoryBarrier here, at least in theory.
2017-07-25 06:11:57 +02:00
Niklas Haas 6c06e7e2a0
vo_opengl: cosmetic fix 2017-07-25 05:23:52 +02:00
Niklas Haas cd226bdfd8 vo_opengl: fix incoherent texture usage
This bug slipped past my attention because nvidia ignores memory
barriers, but this is not necessarily always the case. Since
image_load_store is incoherent (specifically, writing to images from
compute shaders is incoherent) we need to insert a memory barrier to
make it coherent again. Since we only care about texture fetches, that's
the only barrier we need.
2017-07-25 05:22:29 +02:00
Niklas Haas 241d5ebc46
vo_opengl: adjust the rules for linearization
Two changes, compounded into one since they affect the same logic:

1. Never use linearization for HDR downscaling
2. Always use linearization for interpolation

Instead of fixing p->use_linear at the beginning of pass_render_frame,
we flip it on "dynamically" as needed. I plan on killing this
p->use_linear frame (along with other per-pass metadata) and moving them
into their own struct for tracking the "current" state of the video, but
that's a separate/upcoming refactor.

As a small bonus, reduce some code duplication in the interpolation
logic.

Fixes #4631
2017-07-24 23:26:15 +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 0c84ee01d5
vo_opengl: support user compute shaders
These are identical to regular fragment shader hooks, but with extra
metadata indicating the preferred block size.
2017-07-24 17:19:34 +02:00