Commit Graph

10 Commits

Author SHA1 Message Date
Niklas Haas 93546f0c2f vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.

In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)

This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.

It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).

Some other notable changes (and potential improvements):

- texture expansion is now *always* handled in pass_read_video, and the
  colormatrix never does this anymore. (Which means the code could
  probably be removed from the colormatrix generation logic, modulo some
  other VOs)

- struct fbo_tex now stores both its "physical" and "logical"
  (configured) size, which cuts down on the amount of width/height
  baggage on some function calls

- vo_opengl can now technically support textures with different bit
  depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
  inside img_format.c doesn't export this (nor does ffmpeg support it,
  really) so the status quo of using the same tex_mul for all planes is
  kept.

- dumb_mode is now only needed because of the indirect_fbo being in the
  main rendering pipeline. If we reintroduce p->use_indirect and thread
  a transform through the entire program this could be skipped where
  unnecessary, allowing for the removal of dumb_mode. But I'm not sure
  how to do this in a clean way. (Which is part of why it got introduced
  to begin with)

- It would be trivial to resurrect source-shader now (it would just be
  one extra 'if' inside pass_read_video).
2016-03-05 13:08:38 +01:00
wm4 7b6e3772ab vo_opengl: support 10 bit support with ANGLE
GLES does not support high bit depth fixed point textures for unknown
reasons, so direct 10 bit input is not possible. But we can still use
integer textures, which are supported by GLES 3.0. These store integer
data just like the standard fixed point textures, except they are not
normalized on sampling. They also don't support bilinear filtering, and
require a special sampler ("usampler2D").

While these texture formats enable us to shuffle the data to the GPU,
they're rather impractical with the requirements mentioned above and our
current architecture. One problem is that most code assumes it can
always use bilinear scaling (even if bilinear is never used when using
appropriate scale/cscale options). Another is that we don't have any
concept of running a function on a texture in an uniform way.

So for now, run a simple conversion step through a FBO. The FBO will use
the rgba16f format normally, which gives enough bits for 10 bit, and
will at least gracefully degrade with higher depth input.

This is bound to be much slower than a more "direct" method, but at
least it works and is simple to implement.

The odd change of function call order in init_video() is to properly
disable "dumb mode" (no FBO use) if these texture formats are in use.
2016-01-26 21:35:23 +01:00
wm4 e4ec0f42e4 Change GPL/LGPL dual-licensed files to LGPL
Do this to make the license situation less confusing.

This change should be of no consequence, since LGPL is compatible with
GPL anyway, and making it LGPL-only does not restrict the use with GPL
code.

Additionally, the wording implies that this is allowed, and that we can
just remove the GPL part.
2016-01-19 18:36:34 +01:00
wm4 eeb5f98758 vo_opengl: handle GL_ARB_uniform_buffer_object with low GLSL versions
Why is this stupid crap being so much a pain for no reason.
2015-11-09 16:24:01 +01:00
Bin Jin 27dc834f37 vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.

The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.

The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.

We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.

For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
   the shader code will be regenerated for each frame, it's on CPU
   though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
   implementation with some bit tricks (probably with the help of the
   intBitsToFloat function).

The code is tested with nvidia card and driver (355.11), on Linux.

Closes #2230
2015-11-05 17:38:20 +01:00
Bin Jin 4c43c30421 vo_opengl: add Super-xBR filter for upscaling
Add the Super-xBR filter for image doubling, and the prescaling framework
to support it.

The shader code was ported from MPDN extensions project, with
modification to process luma only.

This commit is largely inspired by code from #2266, with
`gl_transform_trans()` authored by @haasn taken directly.
2015-11-05 17:38:20 +01:00
wm4 17cd6798a6 vo_opengl: move shader file caching to video.c
It's just about loading and cachign small files, not does not
necessarily have anything to do with shaders. Move it to video.c where
it's used.
2015-09-23 22:13:03 +02:00
wm4 e2139488ff vo_opengl: move sampler type mapping to a function 2015-09-10 20:52:50 +02:00
Niklas Haas 97363e176d vo_opengl: implement debanding (and remove source-shader)
The removal of source-shader is a side effect, since this effectively
replaces it - and the video-reading code has been significantly
restructured to make more sense and be more readable.

This means users no longer have to constantly download and maintain a
separate deband.glsl installation alongside mpv, which was the only real
use case for source-shader that we found either way.
2015-09-09 19:19:23 +02:00
Niklas Haas 44eda2177d vo_opengl: remove gl_ prefixes from files in video/out/opengl
This is a bit redundant with the name of the directory itself, and not
in line with existing naming conventions.
2015-09-09 18:09:31 +02:00