mirror of https://github.com/mpv-player/mpv
vda: make independent from cocoa backend
Basically, don't access the vo field. There's also no reason anymore to access MPGLContext. We still need to access loaded GL functions though, so add a field for that to gl_hwdec. Untested.
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82afc0f343
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@ -171,6 +171,7 @@ struct mp_hwdec_info;
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struct gl_hwdec {
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const struct gl_hwdec_driver *driver;
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struct mp_log *log;
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GL *gl;
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struct MPGLContext *mpgl;
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struct mp_hwdec_info *info;
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// For free use by hwdec driver
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@ -32,14 +32,12 @@ struct priv {
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static bool check_hwdec(struct gl_hwdec *hw)
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{
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struct vo *vo = hw->mpgl->vo;
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if (hw->gl_texture_target != GL_TEXTURE_RECTANGLE) {
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MP_ERR(hw, "must use rectangle video textures with VDA\n");
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return false;
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}
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if (!vo->cocoa) {
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if (!CGLGetCurrentContext()) {
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MP_ERR(hw, "need cocoa opengl backend to be active");
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return false;
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}
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@ -57,7 +55,7 @@ static int create(struct gl_hwdec *hw)
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if (!check_hwdec(hw))
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return -1;
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GL *gl = hw->mpgl->gl;
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GL *gl = hw->gl;
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gl->GenTextures(1, &p->gl_texture);
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return 0;
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@ -75,8 +73,7 @@ static int map_image(struct gl_hwdec *hw, struct mp_image *hw_image,
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return -1;
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struct priv *p = hw->priv;
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struct vo *vo = hw->mpgl->vo;
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GL *gl = hw->mpgl->gl;
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GL *gl = hw->gl;
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CVPixelBufferRelease(p->pbuf);
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p->pbuf = (CVPixelBufferRef)hw_image->planes[3];
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@ -91,7 +88,7 @@ static int map_image(struct gl_hwdec *hw, struct mp_image *hw_image,
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GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, surface, 0);
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if (err != kCGLNoError)
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MP_ERR(vo, "error creating IOSurface texture: %s (%x)\n",
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MP_ERR(hw, "error creating IOSurface texture: %s (%x)\n",
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CGLErrorString(err), gl->GetError());
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gl->BindTexture(hw->gl_texture_target, 0);
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@ -127,7 +124,7 @@ static struct mp_image *download_image(struct gl_hwdec *hw,
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static void destroy(struct gl_hwdec *hw)
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{
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struct priv *p = hw->priv;
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GL *gl = hw->mpgl->gl;
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GL *gl = hw->gl;
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CVPixelBufferRelease(p->pbuf);
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gl->DeleteTextures(1, &p->gl_texture);
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@ -228,6 +228,7 @@ static void load_hwdec_driver(struct gl_priv *p,
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.driver = drv,
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.log = mp_log_new(hwdec, p->vo->log, drv->api_name),
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.mpgl = p->glctx,
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.gl = p->glctx->gl,
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.info = &p->hwdec_info,
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.gl_texture_target = GL_TEXTURE_2D,
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};
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