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