2017-02-16 18:53:48 +00:00
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/*
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* Copyright (c) 2013 Stefano Pigozzi <stefano.pigozzi@gmail.com>
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* 2017 Aman Gupta <ffmpeg@tmm1.net>
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*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <assert.h>
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#include <CoreVideo/CoreVideo.h>
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#include <OpenGLES/EAGL.h>
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2017-05-24 13:07:45 +00:00
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#include <libavutil/hwcontext.h>
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#include "config.h"
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vo_opengl: refactor into vo_gpu
This is done in several steps:
1. refactor MPGLContext -> struct ra_ctx
2. move GL-specific stuff in vo_opengl into opengl/context.c
3. generalize context creation to support other APIs, and add --gpu-api
4. rename all of the --opengl- options that are no longer opengl-specific
5. move all of the stuff from opengl/* that isn't GL-specific into gpu/
(note: opengl/gl_utils.h became opengl/utils.h)
6. rename vo_opengl to vo_gpu
7. to handle window screenshots, the short-term approach was to just add
it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to
ra itself (and vo_gpu altered to compensate), but this was a stop-gap
measure to prevent this commit from getting too big
8. move ra->fns->flush to ra_gl_ctx instead
9. some other minor changes that I've probably already forgotten
Note: This is one half of a major refactor, the other half of which is
provided by rossy's following commit. This commit enables support for
all linux platforms, while his version enables support for all non-linux
platforms.
Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the
--opengl- options like --opengl-early-flush, --opengl-finish etc. Should
be a strict superset of the old functionality.
Disclaimer: Since I have no way of compiling mpv on all platforms, some
of these ports were done blindly. Specifically, the blind ports included
context_mali_fbdev.c and context_rpi.c. Since they're both based on
egl_helpers, the port should have gone smoothly without any major
changes required. But if somebody complains about a compile error on
those platforms (assuming anybody actually uses them), you know where to
complain.
2017-09-14 06:04:55 +00:00
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#include "video/out/gpu/hwdec.h"
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2017-02-16 18:53:48 +00:00
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#include "video/mp_image_pool.h"
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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#include "ra_gl.h"
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2017-02-16 18:53:48 +00:00
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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struct priv_owner {
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2017-02-16 18:53:48 +00:00
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struct mp_hwdec_ctx hwctx;
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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};
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2017-02-16 18:53:48 +00:00
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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struct priv {
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2017-02-16 18:53:48 +00:00
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CVPixelBufferRef pbuf;
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CVOpenGLESTextureCacheRef gl_texture_cache;
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CVOpenGLESTextureRef gl_planes[MP_MAX_PLANES];
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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struct ra_imgfmt_desc desc;
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2017-02-16 18:53:48 +00:00
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};
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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static bool check_hwdec(struct ra_hwdec *hw)
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2017-02-16 18:53:48 +00:00
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{
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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if (!ra_is_gl(hw->ra))
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return false;
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GL *gl = ra_gl_get(hw->ra);
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if (gl->es < 200) {
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2017-02-16 18:53:48 +00:00
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MP_ERR(hw, "need OpenGLES 2.0 for CVOpenGLESTextureCacheCreateTextureFromImage()\n");
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return false;
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}
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if ([EAGLContext currentContext] == nil) {
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MP_ERR(hw, "need a current EAGLContext set\n");
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return false;
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}
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return true;
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}
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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static int init(struct ra_hwdec *hw)
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2017-02-16 18:53:48 +00:00
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{
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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struct priv_owner *p = hw->priv;
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2017-02-16 18:53:48 +00:00
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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if (!check_hwdec(hw))
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2017-02-16 18:53:48 +00:00
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return -1;
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p->hwctx = (struct mp_hwdec_ctx){
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2017-12-02 02:58:04 +00:00
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.driver_name = hw->driver->name,
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2017-02-16 18:53:48 +00:00
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};
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2017-05-24 13:07:45 +00:00
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av_hwdevice_ctx_create(&p->hwctx.av_device_ref, AV_HWDEVICE_TYPE_VIDEOTOOLBOX,
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NULL, NULL, 0);
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2017-02-16 18:53:48 +00:00
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hwdec_devices_add(hw->devs, &p->hwctx);
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return 0;
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}
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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static void uninit(struct ra_hwdec *hw)
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{
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struct priv_owner *p = hw->priv;
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2017-12-02 02:58:04 +00:00
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hwdec_devices_remove(hw->devs, &p->hwctx);
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vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
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av_buffer_unref(&p->hwctx.av_device_ref);
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}
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// In GLES3 mode, CVOpenGLESTextureCacheCreateTextureFromImage()
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// will return error -6683 unless invoked with GL_LUMINANCE and
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// GL_LUMINANCE_ALPHA (http://stackoverflow.com/q/36213994/332798)
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// If a format trues to use GL_RED/GL_RG instead, try to find a format
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// that uses GL_LUMINANCE[_ALPHA] instead.
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static const struct ra_format *find_la_variant(struct ra *ra,
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const struct ra_format *fmt)
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{
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GLint internal_format;
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GLenum format;
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GLenum type;
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ra_gl_get_format(fmt, &internal_format, &format, &type);
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if (format == GL_RED) {
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format = internal_format = GL_LUMINANCE;
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} else if (format == GL_RG) {
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format = internal_format = GL_LUMINANCE_ALPHA;
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} else {
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return fmt;
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}
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for (int n = 0; n < ra->num_formats; n++) {
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const struct ra_format *fmt2 = ra->formats[n];
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GLint internal_format2;
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GLenum format2;
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GLenum type2;
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|
|
ra_gl_get_format(fmt2, &internal_format2, &format2, &type2);
|
|
|
|
if (internal_format2 == internal_format &&
|
|
|
|
format2 == format && type2 == type)
|
|
|
|
return fmt2;
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int mapper_init(struct ra_hwdec_mapper *mapper)
|
2017-02-16 18:53:48 +00:00
|
|
|
{
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
struct priv *p = mapper->priv;
|
2017-02-16 18:53:48 +00:00
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
mapper->dst_params = mapper->src_params;
|
|
|
|
mapper->dst_params.imgfmt = mapper->src_params.hw_subfmt;
|
|
|
|
mapper->dst_params.hw_subfmt = 0;
|
|
|
|
|
|
|
|
if (!mapper->dst_params.imgfmt) {
|
|
|
|
MP_ERR(mapper, "Unsupported CVPixelBuffer format.\n");
|
2017-02-16 18:53:48 +00:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
if (!ra_get_imgfmt_desc(mapper->ra, mapper->dst_params.imgfmt, &p->desc)) {
|
|
|
|
MP_ERR(mapper, "Unsupported texture format.\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int n = 0; n < p->desc.num_planes; n++) {
|
|
|
|
p->desc.planes[n] = find_la_variant(mapper->ra, p->desc.planes[n]);
|
|
|
|
if (!p->desc.planes[n] || p->desc.planes[n]->ctype != RA_CTYPE_UNORM) {
|
|
|
|
MP_ERR(mapper, "Format unsupported.\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CVReturn err = CVOpenGLESTextureCacheCreate(
|
|
|
|
kCFAllocatorDefault,
|
|
|
|
NULL,
|
|
|
|
[EAGLContext currentContext],
|
|
|
|
NULL,
|
|
|
|
&p->gl_texture_cache);
|
|
|
|
|
|
|
|
if (err != noErr) {
|
|
|
|
MP_ERR(mapper, "Failure in CVOpenGLESTextureCacheCreate: %d\n", err);
|
2017-02-16 18:53:48 +00:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
static void mapper_unmap(struct ra_hwdec_mapper *mapper)
|
2017-02-16 18:53:48 +00:00
|
|
|
{
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
struct priv *p = mapper->priv;
|
2017-02-16 18:53:48 +00:00
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
for (int i = 0; i < p->desc.num_planes; i++) {
|
|
|
|
ra_tex_free(mapper->ra, &mapper->tex[i]);
|
2017-02-16 18:53:48 +00:00
|
|
|
if (p->gl_planes[i]) {
|
|
|
|
CFRelease(p->gl_planes[i]);
|
|
|
|
p->gl_planes[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CVOpenGLESTextureCacheFlush(p->gl_texture_cache, 0);
|
|
|
|
}
|
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
static int mapper_map(struct ra_hwdec_mapper *mapper)
|
2017-02-16 18:53:48 +00:00
|
|
|
{
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
struct priv *p = mapper->priv;
|
2017-08-11 20:00:44 +00:00
|
|
|
GL *gl = ra_gl_get(mapper->ra);
|
2017-02-16 18:53:48 +00:00
|
|
|
|
|
|
|
CVPixelBufferRelease(p->pbuf);
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
p->pbuf = (CVPixelBufferRef)mapper->src->planes[3];
|
2017-02-16 18:53:48 +00:00
|
|
|
CVPixelBufferRetain(p->pbuf);
|
|
|
|
|
|
|
|
const bool planar = CVPixelBufferIsPlanar(p->pbuf);
|
|
|
|
const int planes = CVPixelBufferGetPlaneCount(p->pbuf);
|
|
|
|
assert((planar && planes == p->desc.num_planes) || p->desc.num_planes == 1);
|
|
|
|
|
|
|
|
for (int i = 0; i < p->desc.num_planes; i++) {
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
const struct ra_format *fmt = p->desc.planes[i];
|
|
|
|
|
|
|
|
GLint internal_format;
|
|
|
|
GLenum format;
|
|
|
|
GLenum type;
|
|
|
|
ra_gl_get_format(fmt, &internal_format, &format, &type);
|
2017-02-16 18:53:48 +00:00
|
|
|
|
|
|
|
CVReturn err = CVOpenGLESTextureCacheCreateTextureFromImage(
|
|
|
|
kCFAllocatorDefault,
|
|
|
|
p->gl_texture_cache,
|
|
|
|
p->pbuf,
|
|
|
|
NULL,
|
|
|
|
GL_TEXTURE_2D,
|
|
|
|
internal_format,
|
|
|
|
CVPixelBufferGetWidthOfPlane(p->pbuf, i),
|
|
|
|
CVPixelBufferGetHeightOfPlane(p->pbuf, i),
|
|
|
|
format,
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
type,
|
2017-02-16 18:53:48 +00:00
|
|
|
i,
|
|
|
|
&p->gl_planes[i]);
|
|
|
|
|
|
|
|
if (err != noErr) {
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
MP_ERR(mapper, "error creating texture for plane %d: %d\n", i, err);
|
2017-02-16 18:53:48 +00:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, CVOpenGLESTextureGetName(p->gl_planes[i]));
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
struct ra_tex_params params = {
|
|
|
|
.dimensions = 2,
|
|
|
|
.w = CVPixelBufferGetWidthOfPlane(p->pbuf, i),
|
|
|
|
.h = CVPixelBufferGetHeightOfPlane(p->pbuf, i),
|
|
|
|
.d = 1,
|
|
|
|
.format = fmt,
|
|
|
|
.render_src = true,
|
|
|
|
.src_linear = true,
|
2017-02-16 18:53:48 +00:00
|
|
|
};
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
|
2017-09-22 02:53:52 +00:00
|
|
|
mapper->tex[i] = ra_create_wrapped_tex(
|
|
|
|
mapper->ra,
|
|
|
|
¶ms,
|
|
|
|
CVOpenGLESTextureGetName(p->gl_planes[i])
|
|
|
|
);
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
if (!mapper->tex[i])
|
|
|
|
return -1;
|
2017-02-16 18:53:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
static void mapper_uninit(struct ra_hwdec_mapper *mapper)
|
2017-02-16 18:53:48 +00:00
|
|
|
{
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
struct priv *p = mapper->priv;
|
2017-02-16 18:53:48 +00:00
|
|
|
|
|
|
|
CVPixelBufferRelease(p->pbuf);
|
2018-04-16 21:29:26 +00:00
|
|
|
if (p->gl_texture_cache) {
|
|
|
|
CFRelease(p->gl_texture_cache);
|
|
|
|
p->gl_texture_cache = NULL;
|
|
|
|
}
|
2017-02-16 18:53:48 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
const struct ra_hwdec_driver ra_hwdec_videotoolbox = {
|
2017-02-16 18:53:48 +00:00
|
|
|
.name = "videotoolbox",
|
vo_opengl: separate hwdec context and mapping, port it to use ra
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.)
2017-08-10 15:48:33 +00:00
|
|
|
.priv_size = sizeof(struct priv_owner),
|
|
|
|
.imgfmts = {IMGFMT_VIDEOTOOLBOX, 0},
|
|
|
|
.init = init,
|
|
|
|
.uninit = uninit,
|
|
|
|
.mapper = &(const struct ra_hwdec_mapper_driver){
|
|
|
|
.priv_size = sizeof(struct priv),
|
|
|
|
.init = mapper_init,
|
|
|
|
.uninit = mapper_uninit,
|
|
|
|
.map = mapper_map,
|
|
|
|
.unmap = mapper_unmap,
|
|
|
|
},
|
2017-02-16 18:53:48 +00:00
|
|
|
};
|