mpv/video/out/vulkan/context_android.c

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/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <vulkan/vulkan.h>
#include <vulkan/vulkan_android.h>
#include "video/out/android_common.h"
#include "common.h"
#include "context.h"
#include "utils.h"
struct priv {
struct mpvk_ctx vk;
};
static void android_uninit(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
ra_vk_ctx_uninit(ctx);
mpvk_uninit(&p->vk);
vo_android_uninit(ctx->vo);
}
static bool android_init(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv = talloc_zero(ctx, struct priv);
struct mpvk_ctx *vk = &p->vk;
int msgl = ctx->opts.probing ? MSGL_V : MSGL_ERR;
if (!vo_android_init(ctx->vo))
goto fail;
if (!mpvk_init(vk, ctx, VK_KHR_ANDROID_SURFACE_EXTENSION_NAME))
goto fail;
VkAndroidSurfaceCreateInfoKHR info = {
.sType = VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR,
.window = vo_android_native_window(ctx->vo)
};
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
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struct ra_vk_ctx_params params = {0};
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VkInstance inst = vk->vkinst->instance;
VkResult res = vkCreateAndroidSurfaceKHR(inst, &info, NULL, &vk->surface);
if (res != VK_SUCCESS) {
MP_MSG(ctx, msgl, "Failed creating Android surface\n");
goto fail;
}
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
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if (!ra_vk_ctx_init(ctx, vk, params, VK_PRESENT_MODE_FIFO_KHR))
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goto fail;
return true;
fail:
android_uninit(ctx);
return false;
}
static bool android_reconfig(struct ra_ctx *ctx)
{
int w, h;
if (!vo_android_surface_size(ctx->vo, &w, &h))
return false;
ra_vk_ctx_resize(ctx, w, h);
return true;
}
static int android_control(struct ra_ctx *ctx, int *events, int request, void *arg)
{
return VO_NOTIMPL;
}
const struct ra_ctx_fns ra_ctx_vulkan_android = {
.type = "vulkan",
.name = "androidvk",
.description = "Android/Vulkan",
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.reconfig = android_reconfig,
.control = android_control,
.init = android_init,
.uninit = android_uninit,
};