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mpv/libmpv/opengl_cb.h

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/* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
* Note: the client API is licensed under ISC (see above) to ease
* interoperability with other licenses. But keep in mind that the
* mpv core is still mostly GPLv2+. It's up to lawyers to decide
* whether applications using this API are affected by the GPL.
* One argument against this is that proprietary applications
* using mplayer in slave mode is apparently tolerated, and this
* API is basically equivalent to slave mode.
*/
#ifndef MPV_CLIENT_API_OPENGL_CB_H_
#define MPV_CLIENT_API_OPENGL_CB_H_
#include "client.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* Warning: this API is not stable yet.
*
* Overview
* --------
*
* This API can be used to make mpv render into a foreign OpenGL context. It
* can be used to handle video display. Be aware that using this API is not
* required: you can embed the mpv window by setting the mpv "wid" option to
* a native window handle (see "Embedding the video window" section in the
* client.h header). In general, using the "wid" option is recommended over
* the OpenGL API, because it's simpler and more flexible on the mpv side.
*
* The renderer needs to be explicitly initialized with mpv_opengl_cb_init_gl(),
* and then video can be drawn with mpv_opengl_cb_render(). The user thread can
* be notified by new frames with mpv_opengl_cb_set_update_callback().
*
* OpenGL interop
* --------------
*
* This assumes the OpenGL context lives on a certain thread controlled by the
* API user. The following functions require access to the OpenGL context:
* mpv_opengl_cb_init_gl
* mpv_opengl_cb_render
* mpv_opengl_cb_uninit_gl
*
* The OpenGL context is indirectly accessed through the OpenGL function
* pointers returned by the get_proc_address callback in mpv_opengl_cb_init_gl.
* Generally, mpv will not load the system OpenGL library when using this API.
*
* Only "desktop" OpenGL version 2.1 or later is supported. With OpenGL 2.1,
* the GL_ARB_texture_rg is required. The renderer was written against
* OpenGL 3.x core profile, with additional support for OpenGL 2.1.
*
* Note that some hardware decoding interop API (as set with the "hwdec" option)
* may actually access
*
* OpenGL state
* ------------
*
* OpenGL has a large amount of implicit state. All the mpv functions mentioned
* above expect that the OpenGL state is reasonably set to OpenGL standard
* defaults. Likewise, mpv will attempt to leave the OpenGL context with
* standard defaults. The following state is excluded from this:
*
* - the current viewport (can have/is set to an arbitrary value)
*
* Messing with the state could be avoided by creating shared OpenGL contexts,
* but this is avoided for the sake of compatibility and interoperability.
*
* On OpenGL 2.1, mpv will strictly call functions like glGenTextures() to
* create OpenGL objects. You will have to do the same. This ensures that
* objects created by mpv and the API users don't clash.
*
* Threading
* ---------
*
* The mpv_opengl_cb_* functions can be called from any thread, under the
* following conditions:
* - only one of the mpv_opengl_cb_* functions can be called at the same time
* (unless they belong to different mpv_handles)
* - for functions which need an OpenGL context (see above) the OpenGL context
* must be "current" in the current thread, and it must be the same context
* as used with mpv_opengl_cb_init_gl()
* - never can be called from within the callbacks set with
* mpv_set_wakeup_callback() or mpv_opengl_cb_set_update_callback()
*
* Context and handle lifecycle
* ----------------------------
*
* Video initialization will fail if the OpenGL context was not initialized yet
* (with mpv_opengl_cb_init_gl()). Likewise, mpv_opengl_cb_uninit_gl() will
* disable video.
*
* When the mpv core is destroyed (e.g. via mpv_terminate_destroy()), the OpenGL
* context must have been uninitialized. If this doesn't happen, undefined
* behavior will result.
*/
/**
* Opaque context, returned by mpv_get_sub_api(MPV_SUB_API_OPENGL_CB).
*
* A context is bound to the mpv_handle it was retrieved from. The context
* will always be the same (for the same mpv_handle), and is valid until the
* mpv_handle it belongs to is released.
*/
typedef struct mpv_opengl_cb_context mpv_opengl_cb_context;
typedef void (*mpv_opengl_cb_update_fn)(void *cb_ctx);
typedef void *(*mpv_opengl_cb_get_proc_address_fn)(void *fn_ctx, const char *name);
/**
* Set the callback that notifies you when a new video frame is available, or
* if the video display configuration somehow changed and requires a redraw.
* Similar to mpv_set_wakeup_callback(), you must not call any mpv API from
* the callback.
*
* @param callback callback(callback_ctx) is called if the frame should be
* redrawn
* @param callback_ctx opaque argument to the callback
*/
void mpv_opengl_cb_set_update_callback(mpv_opengl_cb_context *ctx,
mpv_opengl_cb_update_fn callback,
void *callback_ctx);
/**
* Initialize the mpv OpenGL state. This retrieves OpenGL function pointers via
* get_proc_address, and creates OpenGL objects needed by mpv internally. It
* will also call APIs needed for rendering hardware decoded video in OpenGL,
* according to the mpv "hwdec" option.
*
* You must free the associated state at some point by calling the
* mpv_opengl_cb_uninit_gl() function. Not doing so may result in memory leaks
* or worse.
*
* @param exts optional _additional_ extension string, can be NULL
* @param get_proc_address callback used to retrieve function pointers to OpenGL
* functions. This is used for both standard functions
* and extension functions. (The extension string is
* checked whether extensions are really available.)
* The callback will be called from this function only
* (it is not stored and never used later).
* Usually, GL context APIs do this for you (e.g. with
* glXGetProcAddressARB or wglGetProcAddress), but
* some APIs do not always return pointers for all
* standard functions (even if present); in this case
* you have to compensate by looking up these functions
* yourself.
* @param get_proc_address_ctx arbitrary opaque user context passed to the
* get_proc_address callback
* @return error code (same as normal mpv_* API), including but not limited to:
* MPV_ERROR_UNSUPPORTED: the OpenGL version is not supported
* (or required extensions are missing)
* MPV_ERROR_INVALID_PARAMETER: the OpenGL state was already initialized
*/
int mpv_opengl_cb_init_gl(mpv_opengl_cb_context *ctx, const char *exts,
mpv_opengl_cb_get_proc_address_fn get_proc_address,
void *get_proc_address_ctx);
/**
* Render video. Requires that the OpenGL state is initialized.
*
* The video will use the provided viewport rectangle as window size. Options
* like "panscan" are applied to determine which part of the video should be
* visible and how the video should be scaled. You can change these options
* at runtime by using the mpv property API.
*
* The renderer will reconfigure itself every time the output rectangle/size
* is changed. (If you want to do animations, it might be better to do the
* animation on a FBO instead.)
*
* @param fbo The framebuffer object to render on. Because the renderer might
* manage multiple FBOs internally for the purpose of video
* postprocessing, it will always bind and unbind FBOs itself. If
* you want mpv to render on the main framebuffer, pass 0.
* @param vp Viewport to render on. The renderer will essentially call:
* glViewport(vp[0], vp[1], vp[2], vp[3]);
* before rendering. The height (vp[3]) can be negative to flip the
* image - the renderer will flip it before setting the viewport
* (typically you want to flip the image if you are rendering
* directly to the main framebuffer).
* @return the number of left frames in the internal queue to be rendered
*/
int mpv_opengl_cb_render(mpv_opengl_cb_context *ctx, int fbo, int vp[4]);
/**
* Destroy the mpv OpenGL state.
*
* If video is still active (e.g. a file playing), video will be disabled
* forcefully.
*
* Calling this multiple times is ok.
*
* @return error code
*/
int mpv_opengl_cb_uninit_gl(mpv_opengl_cb_context *ctx);
#ifdef __cplusplus
}
#endif
#endif