The previous implementation of opengl-cb kept only latest flipped frame.
This can cause massive frame drops because rendering is done asynchronously
and only the latest frame can be rendered.
This commit introduces frame queue and releated options to opengl-cb.
frame-queue-size: the maximum size of frame queue (1-100, default: 1)
frame-drop-mode: behavior when frame queue is full (pop, clear, default: pop)
The frame queue holds delayed frames and drops frames if the frame queue is
overflowed with next method:
'pop' mode: drops all the oldest frames overflown.
'clear' mode: drops all frames in queue and clear it.
With default options(frame-queue-size=1:frame-drop-mode=pop),
opengl-cb behaves in the same way as previous implementation effectively.
For frame-queue-size > 1, opengl-cb tries to calls update() without waiting
next flip_page() in order to consume queued frames.
Signed-off-by: wm4 <wm4@nowhere>
vo_opengl was crashing since f811348d because it passed NULL for the
events parameter to vo_control. Normally the parameter should not be
NULL, so add a hack to account for this. In particular, we should
handle the events that are returned. For the call in preinit() we
skip this, but it most likely has no meaning anyway, because in this
stage no window is visible yet.
This was always supposed to work.
Just add the option declaration. Normally I'm not a fan of duplicating
such things, but in this case it's (still) harmless.
This affects OSX, where memory profiles are updated e.g. on fullscreen
switches. The profile most likely doesn't change, but the LUT will
be generated and reloaded anyway.
Somewhat of a regression from commit f811348.
Fixes#1439.
If icc-path is set, but the thing is replaced with a memory profile,
then p->icc_path would point to deallocated memory.
Also, the NULL checks are unnecessary.
glXGetProcAddress() is outdated, and as far as I know doesn't give all
the guarantees the "new" ARB function gives.
Probably doesn't matter too much, because until now it always appeared
to work. On the other hand, since this function is (bogusly) used only
on the gl3 code path, it could have happened that users hit this, and
just reverted to vo_opengl_old instead.
When the given mp_image_params does not match with that of gl_video,
gl_video_config() always calls uninit_video() but calls init_video()
only if valid format is given.
Since uninit_video() does not change image_params of gl_video,
when the same params as the previous one is given to gl_video_config()
after gl_video is unitialized with invalid format, gl_video_config()
never calls init_video().
To prevent this, invalidate image_params of gl_video in uninit_video().
Previously we just forced loading a profile from file, but that has poor
integration for querying the OS / display server for an ICC profile, and
generating profiles on the fly (which we might use in the future for creating
preset 3dluts).
Also changed the previous icc-profile-auto code to use this mechanism, and
moved gl_lcms to be an opaque type with state instead of just providing pure
functions.
This makes vo_opengl_cb respond to controls like "gamma" and
"brightness". The commit includes an awkward refactor for vo_opengl to
make it easier for vo_opengl_cb.
One problem is a logical race condition. The set of supported controls
depends on the pixelformat, which in turn is set by reconfig(). But the
actual reconfig() call (on the renderer) happens asynchronously on the
renderer thread. At the time it happens, the player most likely already
tried to set some controls for command line options (see init_vo() in
video.c). So setting this command line options will fail most of the
time, though it could randomly succeed. This can't be fixed directly,
because the player can't wait on the renderer thread, because the
renderer thread might already wait on the player.
Although the line count increases, this is better for making sure
everything is handled consistently for all users of the mp_csp_params
stuff.
This also makes sure mp_csp_params is always initialized with
MP_CSP_PARAMS_DEFAULTS (for consistency).
Returning the property before the window is mapped could lead to
confusing behavior, and in particular strange differences between
vo_vdpau and vo_opengl. (vo_opengl creates the window right at the
start, while vdpau waits until the first reconfigure event.) It might
even be possible that for vo_opengl random results were returned,
because the hidden window can have different placement than the actual,
final one on initial video reconfig.
Fix this by returning the property only if the window is considered
mapped. command.c handles this case specifically, and makes the property
unavailable, instead of returning an empty list.
There are currently 568 pixel formats (actually fewer, but the namespace
is this big), and for each format elaborate synchronization was done to
call it synchronously on the VO. This is completely unnecessary, and we
can do with just a single call.
While there's no actual need to get rid of these, I want to make sure
nobody actually needs this stuff, and removing it is the best way to
get to know this. We still can revert this commit if it turns out there
is a significant need for this stuff.
The final goal is removing vo_opengl_old entirely. Add a warning, which
basically announces this intention.
This is only needed for switching video track with `_`, since Cocoa
automatically handles cleaning up the application's presentation options when
quitting the process.
Fixes#1399
The way we use rectangle textures (required by VDA for no reason) works
onl in OpenGL 3.0 or higher. Below that, the shader will fail to
compile. We could add support for older OpenGL versions, but that would
be a major pain.
This normally doesn't matter; mpv itself always creates OpenGL 3.2
contexts on OSX. But it could matter if a client API user uses
vo_opengl_cb, and gives it a 2.1 context (which OSX also allows you to
create).
Until now, calling mpv_opengl_cb_uninit_gl() at a "bad moment" could
make the whole thing to explode. The API user was asked to avoid such
situations by calling it only in "good moments". But this was probably a
bit too subtle and could easily be overlooked.
Integrate the approach the qml example uses directly into the
implementation. If the OpenGL context is to be unitialized, forcefully
disable video, and block until this is done.
The details of the non-linear transformation from/to BT.2020's constant
luminance system don't really make sense with any other gamma curve,
since changing the gamma curve completely breaks the chroma channels.
vo_opengl was originally written against OpenGL 3 core, and it seems
GPUs/drivers supporting this are mostly sane. Later, it was made to work
with OpenGL 2.1 too. Lately we removed the requirement for RG textures,
and look, someone reported a problem with "lesser" Intel GPUs.
This commit does the same in vo_opengl what was added to vo_opengl_old a
long time ago.
Fixes#1383.
Using them reduces state change, since now at least vo_opengl_cb has to
setup/break the vertex array bindings on every frame if no VAOs are
available.
This reverts the VAO related change in commit f64665e7.
Originally, this code was written to have full control over the OpenGL
state, rather than having to cooperate with unknown components by being
embeded like vo_opengl_cb is meant to be. As a consequence, it was
thought to be ok to setup a global binding (if the context is below
OpenGL 3.0, which guarantees VAOs).
This could break badly. Fix it by setting up and breaking the bindings
on entry/exit.
GL_ARB_debug_output provides a logging callback, which can be used to
diagnose problems etc. in case the driver supports it. It's enabled only
if the vo_opengl "debug" suboption is set.
Now it accepts the same renderer arguments as vo_opengl. This also
disables debug checks by default, and reverts the background color
override. Both can now be controlled by the host application.
Whether we have texture_rg doesn't matter much anymore; the scaler
should be fine with this. But on ES 2.0, 1st class arrays are missing,
so even if filterable float textures should be available, it won't work.
Dithering (at least the "fruit" variant) will not work either, because
it uses floats.
Apparently GLES 2 and 3 do not support this. (The implementations I
tested with were derived from desktop OpenGL and were not overly strict
with this.)
This is no problem; just use GL_RGBA and mangle the channels in the
shader.
Also disable direct support for image formats like IMGFMT_RGB555 with
GLES; at least some of them are not supported in this form, and the
formats aren't important anyway.
Commit 0e8fbdbd removed the rg_texture requirement from vo_opengl;
commit 541f6731 changed to a more convenient method. Both commits broke
vo_opengl_old in some ways. vo_opengl_old always requires GL_ALPHA for
single-channel texture, because it draws the OSD without shaders and by
using certain blend modes.
So we need to explicitly distinguish between vo_opengl and vo_opengl_old
in the OSD renderer, and force fixed texture formats for vo_opengl_old.
The other logic is specific to the internals of vo_opengl. (Although it
might be possible to get the same result by playing with the old GL
fixed-function functions in vo_opengl_old. But seems like a waste of
time.)
Fixes#1370.
There are probably bugs with GLES support; also, if you somehow get GLES
instead of desktop GL on a desktop computer, something else is probably
wrong. So I see no point in using this automatically. We first need to
find out whether the GLES support works on real hardware, and whether
it is useful at all.
Apparently GLX can do this, so using EGL is not strictly required.
This code tries to create an ES context if creating a desktop GL context
fails. Also, a "x11es" backend for forcing ES (instead of desktop GL) is
added, mostly for testing and debugging.
Before this, missing additional but required functions were ignored.
("Main" functions still made it error out.) But we pretty much expect
that these are present on a given version level, and only an extremely
buggy OpenGL implementation would not do this.
Involve detection of software renderers in the probing properly. Other
VOs could handle probing also more gracefully, and e.g. produce less
noise if an API is unavailable. (Although other than the OpenGL VOs,
only vo_wayland will.)
Now the "sw" suboption for vo_opengl[_old] is strictly speaking not
needed anymore. Doing "--vo=opengl" disables the probing logic, and will
always force it, if possible.
Includes some simplifications as well.
Probably.
The version handling schema is a bit strange (and led to a tricky and
obvious bug), but it's quite similar to what OpenGL does at some places,
so I blame the OpenGL standard.
Rather basic support. Almost nothing works, and even if it does, it's
bound to be inefficient (due to texture upload). This was tested with
the nVidia desktop binary drivers, which provide GLES 2 support only.
However, nVidia is not known to be very strict about OpenGL, and the
driver is very new too, so the vo_opengl code will have bugs too.
This is needed for GLES 2 support. GLES 2 doesn't support
GL_UNPACK_ROW_LENGTH, and we shouldn't even use this constant, since a
GLES implementation could raise an error.
So set it only if neccessary, and leave it in the default state
otherwise. This also smuggles in a ES 2 fallback for glUploadTex(),
and querying an extension relevant for ES 2. For the alignment state
(GL_[UN]PACK_ALIGNMENT) do the same for symmetry. All 4 states
(alignment/rows x pack/unpack) are now assumed to be in their initial
states by default.
Also redo the PixelStorei handling in the function table. I could rebase
this, but look at the commit time.
Previously, this was sort of messed together with desktop OpenGL
loading. Add explicit support for ES, and clean up the mess. Also sort
the function arrays alphabetically (at least most of them).
In some cases, add functions to multiple sections. This keeps the number
of sections down.
Don't check for GL_ARB_vertex_array_object. This feature must be used in
OpenGL 3 core, while it may be not available at all in earlier versions,
and not using it if it's available as extension only has no advantages.
This commit also considers GLES 2, because actual support for it will be
added with a later commit.
Also get rid of some MPGL_VER() uses (see some commits ago).
This was a nice trick to get the mpv colormatrix directly into OpenGL,
because the memory representation happened to match.
Unfortunately, OpenGL ES 2 doesn't have glUniformMatrix4x3fv().
Even more unfortunately, the memory representation is now incompatible.
It would be nice to change it, but that would mean getting into a big
mess.
Really, this doesn't actually matter. It's printed as error only because
it was once thought to be an mostly unneeded fallback, but it turned out
this is still frequently needed, and users are getting confused.
For some reason, when using window embedding, and the window manager is
OpenBox, calling XSetWMNormalHints() before the window is mapped, the
initial window position will be off. It leaves some vertical space,
instead of placing it on the top/left corner. Suspiciously, the vertical
space is as much as a the height of normal window decoration.
I don't know what kind of issue this is. Possibly an OpenBox bug, but
then this happens even if the override-redirect flag is set. (This flag
basically tells the X server to ignore the window manager. Normally we
don't set it.) On other window managers, it works fine. So I don't know
why this is happening.
But this is easy to workaround. XSetWMNormalHints() isn't needed at all
if embedding.
Should fix#1235.
Always include the window position in winrc, even if the window
embedded. This should give the correct positions for things which still
interact with global coordinates, such as the xrandr code.
If GL_RED was not available, we used GL_ALPHA. But this is an
unnecessary complication, and it's easier to use GL_LUMINANCE instead.
With the latter, a texture will return the .r component set, and as long
as the shader doesn't look at the other components, the shader doesn't
need any changes.
Some of the changes added in 0e8fbdbd are now unneeeded.
Also, realign the entire gl_byte_formats_legacy table.
OpenGL 3.0 has the weird situation that it's "hard" to detect whether
legacy GL is really present. Since we pretend that we have OpenGL 3.0 if
we use GLES, it was assuming legacy GL is available.
Older OSX versions are missing some OpenGL 3 symbols, apparently. At
least there's some precedent in the headers. Just add the symbols
manually for now to fix OSX (on travis-ci) compilation.
Tested with MESA on software emulation. Seems to work well, although the
default FBO format in opengl-hq disables most interesting features. I
have no idea how well it will work on real hardware (or if it does at
all).
Unfortunately, some features, including playback of 10 bit video, are
not supported. Not sure what to do about this.
GLES 2 or 1 do not work.
Remove the readback stuff; it was a useless mess.
Don't test GL_R16 as FBO. The intention was to measure the effective
bitdepth of the texture, except that it was never actually done.
(There's also a OpenGL function which is supposed to retrieve the
bitdepth, but we don't use that either.)
I'm hoping this is generally more compatible, and it works with GLES.
This probably has not much of an effect on desktop GL. It also switches
only the default format for --vo=opengl, not --vo=opengl-hq.
"-hq" already uses GL_RGBA16, though since it's a sized format, the
story is a bit different, and it won't work on GLES either.
Older GLSL dialects as well as GLES3 do not support the following things
in expressions:
- implicit conversions of integer constants to float
- arithmetic of float*vecN
Because of the icc-profile-auto option (which was added at a later
point), supporting this would probably be slightly messy: the ICC
profile can spontaneously update, and then it would overwrite the
previously set options.
Don't make icc-profile-auto fatal if unsupported. The "auto" indicates
that it will use whatever it finds, even if it's nothing.
Also add a warning; before this commit, it just refused to initialize
without explanation.
As a mostly unrelated cosmetic change, remove redundant parameters which
had no point anymore.
Probably fixes#1359 (or rather works it around by disallowing it).
Obscure feature, and I've never heard of anyone using it.
The anaglyph effects can be reproduced with vf_stereo3d. The only thing
that can't be reproduced with it is "quadbuffer", which requires special
and expensive hardware.
Commit d38bc531 is incorrect: the 50ms queue-ahead value and the flip
queue offset have different functions. The latter is about calling
flip_page in advance, so the change attempted to show video frames 50ms
in advance on all VOs.
The change was for vo_opengl_cb, but that can be handled differently.
In theory, vo_opengl supports operation without framebuffers. But this
has been broken for a while now (commit cc00b3ff is a contender). It
crashed because it unconditionally called gl->BindFramebuffer() (which
is NULL if framebuffers are missing).
Since this function is actually only called to set the default
framebuffer, the simplest way to deal with this is to provide a dummy
function, insteas of uglifying the code with additional if branches.
I think that's expected; mpv shouldn't draw anything while no video is
active. This doesn't blend transparently, though.
Also document the vo_opengl_cb thing.
This adds API to libmpv that lets host applications use the mpv opengl
renderer. This is a more flexible (and possibly more portable) option to
foreign window embedding (via --wid).
This assumes that methods like context sharing and multithreaded OpenGL
rendering are infeasible, and that a way is needed to integrate it with
an application that uses a single thread to render everything.
Add an example that does this with QtQuick/qml. The example is
relatively lazy, but still shows how relatively simple the integration
is. The FBO indirection could probably be avoided, but would require
more work (and would probably lead to worse QtQuick integration, because
it would have to ignore transformations like rotation).
Because this makes mpv directly use the host application's OpenGL
context, there is no platform specific code involved in mpv, except
for hw decoding interop.
main.qml is derived from some Qt example.
The following things are still missing:
- a way to do better video timing
- expose GL renderer options, allow changing them at runtime
- support for color equalizer controls
- support for screenshots
Not all filter sizes the shaders could handle were in the filter_sizes
list. The shader can handle any multiple of 4 (the sizes 2 and 6 are
special-cased to keep it simple).
Add all possible filter sizes, up to 64. 64 is ridiculously high anyway.
Most of the larger filter sizes are completely useless for upscaling,
but help with the fancy-downscaling option. (Although it would still be
more efficient to use cascaded scalers to handle downscaling better.)
I considered doing something less stupid than the hardcoded array, but
it seems this is still the simplest solution.