client API: fully document opengl-cb hardware decoding interop

Document it exhaustively. Most of these issues were basically burried in
the code.
This commit is contained in:
wm4 2016-06-01 22:33:36 +02:00
parent 62acbd795f
commit 645a0d7791
1 changed files with 40 additions and 3 deletions

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@ -108,6 +108,28 @@ extern "C" {
* context must have been uninitialized. If this doesn't happen, undefined * context must have been uninitialized. If this doesn't happen, undefined
* behavior will result. * behavior will result.
* *
* Hardware decoding
* -----------------
*
* Hardware decoding via opengl_cb is fully supported, but requires some
* additional setup. (At least if direct hardware decoding modes are wanted,
* instead of copying back surface data from GPU to CPU RAM.)
*
* While "normal" mpv loads the OpenGL hardware decoding interop on demand,
* this can't be done with opengl_cb for internal technical reasons. Instead,
* make it load the interop at load time by setting the "hwdec-preload"="auto"
* option before calling mpv_opengl_cb_init_gl().
*
* There may be certain requirements on the OpenGL implementation:
* - Windows: ANGLE is required (although in theory GL/DX interop could be used)
* - Intel/Linux: EGL is required, and also a glMPGetNativeDisplay() callback
* must be provided (see sections below)
* - nVidia/Linux: GLX is required
* - OSX: CGL is required (CGLGetCurrentContext() returning non-NULL)
*
* Once these things are setup, hardware decoding can be enabled/disabled at
* any time by setting the "hwdec" property.
*
* Special windowing system interop considerations * Special windowing system interop considerations
* ------------------------------------------------ * ------------------------------------------------
* *
@ -126,19 +148,34 @@ extern "C" {
* up until mpv_opengl_cb_uninit_gl() is called. If the name is not anything * up until mpv_opengl_cb_uninit_gl() is called. If the name is not anything
* you know/expected, return NULL from the function. * you know/expected, return NULL from the function.
* *
* Windowing system interop on Linux * Windowing system interop on Intel/Linux with VAAPI
* --------------------------------- * --------------------------------------------------
* *
* The new VAAPI OpenGL interop requires an EGL context. EGL provides no way * The new VAAPI OpenGL interop requires an EGL context. EGL provides no way
* to query the X11 Display associated to a specific EGL context, so this API * to query the X11 Display associated to a specific EGL context, so this API
* is used to pass it through. * is used to pass it through.
* *
* glMPGetNativeDisplay("x11") should return a X11 "Display*", which then will * glMPGetNativeDisplay("x11") should return a X11 "Display*", which then will
* be used to create the hardware decoder state. (On GLX, this is not needed.) * be used to create the hardware decoder state.
*
* glMPGetNativeDisplay("wl") should return a Wayland "struct wl_display *".
*
* glMPGetNativeDisplay("drm") should return a DRM FD casted to intptr_t (note
* that a 0 FD is not supported - if this can happen in your case, you must
* dup2() it to a non-0 FD).
*
* nVidia/Linux via VDPAU requires GLX, which does not have this problem (the
* GLX API can return the current X11 Display).
* *
* Windowing system interop on MS win32 * Windowing system interop on MS win32
* ------------------------------------ * ------------------------------------
* *
* Warning: the following is only required if native OpenGL instead of ANGLE
* is used. ANGLE is recommended, because it also allows direct
* hardware decoding interop without further setup by the libmpv
* API user, while the same with native OpenGL is either very hard
* to do (via GL/DX interop with D3D9), or not implemented.
*
* If OpenGL switches to fullscreen, most players give it access GPU access, * If OpenGL switches to fullscreen, most players give it access GPU access,
* which means DXVA2 hardware decoding in mpv won't work. This can be worked * which means DXVA2 hardware decoding in mpv won't work. This can be worked
* around by giving mpv access to Direct3D device, which it will then use to * around by giving mpv access to Direct3D device, which it will then use to