This fixes the fullscreen issues on Intel for me. I'm baffled by it and
don't understand why this suddenly works. Intel drivers being shit?
Windows being shit? HWND or HDC being only 97% thread-safe instead of
98%? Me missing something subtle that is not documented anywhere?
Who knows.
Now instead of creating the HDC and OpenGL context on the renderer
thread, they're created on the GUI thread. The renderer thread will
then only call wglMakeCurrent, SwapBuffers, and OpenGL standard
functions.
Probably fixes github issue #968.
It seems the vdpau API does not support these.
Do a semi-expensive emulation of it. On the other hand, it's not like
this is a commonly-used feature. (It might be better to make --vf=flip
always copy instead of flipping it via pointer tricks - but everything
allows flipped images, and even decoders or libavfilter filters could
output them.)
If the compositor sends a configure event immediately after a window is
created (for example, if it implements tiling window management), mpv
will attempt to call wl_egl_window_resize before it has actually created
the egl_window, causing a crash.
Use OPT_KEYVALUELIST() for all places where AVOptions are directly set
from mpv command line options. This allows escaping values, better
diagnostics (also no more "pal"), and somehow reduces code size.
Remove the old crappy option parser (av_opts.c).
If OpenGL 3.x doesn't work, the fallback to legacy GL will call the
function to create the DC again, and it will assert. Just make it not
to, and also simplify the code a bit.
Fixes#974.
Since the new hwaccel API is now merged in ffmpeg's stable release, we can
finally remove support for the old API.
I pretty much kept lu_zero's new code unchanged and just added some error
printing (that we had with the old glue code) to make the life of our users
less miserable.
With software decoding, images were uploaded to vdpau surfaces as they
were queued to the VO. This makes it slightly more complicated
(especially later on), and has no advantages - so stop doing it.
The only reason why this was done explicitly was due to attempts to keep
the code equivalent (instead of risking performance regressions). The
original code did this naturally for certain reasons, but now that we
can measure that it has no advantages and just requires extra code, we
can just drop it.
Usually mp_image_params_guess_csp takes care of finding *some* default
for a video channel, but files with no video (or with extremely broken
configurations) end up leaving the colorspace information as
MP_CSP_PRIM_AUTO, which has no associated primaries.
As a result of this, color managed OSD messages could not display
because they were being color managed to match the (non-existing/absurd)
video channel. With this change, such non-spaces will have BT.709
primaries as far as color management and the OSD is concerned.
This fixes#961.
CC: @mpv-player/stable
Signed-off-by: wm4 <wm4@nowhere>
Follow up on commit 760548da. Mouse handling is a bit confusing, because
there are at least 3 coordinate systems associated with it, and it
should be cleaned up. But that is hard, so just apply a hack which gets
the currently-annoying issue (VO backends needing access to the VO) out
of the way.
The windows message loop now runs in a separate thread. Rendering,
such as with Direct3D or OpenGL, still happens in the main thread.
In particular, this should prevent the video from freezing if the
window is dragged. (The reason was that the message dispatcher won't
return while the dragging is active, so mpv couldn't update the
video at all.)
This is pretty "rough" and just hacked in, and there's no API yet to
make this easier for other backends. It will be cleaned up later
once we're sure that it works, or when we know how exactly it should
work. One oddity is that OpenGL is actually completely managed in the
renderer thread, while e.g. Cocoa (which has its own threading code)
creates the context in the GUI thread, and then lets the renderer
thread access it.
One strange issue is that we now have to stop WM_CLOSE from actually
closing the window. Instead, we wait until the playloop handles the
close command, and requests the VO to shutdown. This is done mainly
because closing the window apparently destroys it, and then WM_USER
can't be handled anymore - which means the playloop has no way to
wakeup the GUI thread. It seems you can't really win here... maybe
there's a better way to have a thread receive messages with and
without a window, but I didn't find one yet.
Dragging the window (by clicking into the middle of it) behaves
strangely in wine, but didn't before the change. Reason unknown.
VO backends which are or will run in their own thread have a problem
with vo_mouse_movement() calling vo_control(). Restrict this to VOs
which actually need this.
win32 does not provide a proper per-window context pointer. Although it
does allow passing a user-chosen value to WM_CREATE/WM_NCCREATE, this
is not enough - the first message doesn't even have to be WM_NCCREATE.
This gets us in trouble later on, so go the easy route and just use a
TLS variable.
__thread is gcc specific, but Windows is a very "special" platform
anyway. We support only MinGW and Cygwin on it, so who cares. (C11
standardizes __thread as _Thread_local; we can use that later.)
This shouldn't change anything. But it's worth making this explicit,
since it's very subtle and unintuitive: if the X parameter is the
magic value CW_USEDEFAULT, then the Y parameter is used as nCmdShow
parameter to ShowWindow(). And in our case, this is SW_HIDE (0),
because we want to create a hidden window.
This looked a bit overcomplicated. We don't care about the window
position (it should always be 0/0, unless the parent program moved it,
which it shouldn't). We don't care about the global on-screen position.
Also, we will just retrieve a WM_SIZE message if our window is resized,
and we don't need to update it manually.
The only thing we have to do is making sure our window fills the parent
window completely.
CS_OWNDC will make GetDC() always return the same HDC. This might
become a problem when OpenGL rendering and window management are
on different threads. Although I'm not too sure about this; our
code never requests a HDC outside of the OpenGL backend, and it
depends on whether win32 will internally request DCs. But in any
case, this seems to be cleaner.
Move the GL pixelformat setup code to gl_w32.c, where it's actually
needed. This also fixes that SetPixelFormat() should be called only
once, and not every time video params change.
These mostly describe self-explanatory things, and fail to explain
actually tricky things. Which means you just waste your time reading
this, and have to figure it out from the code anyway.
Preparation for moving win32 windowing to a separate thread.
The codesize is reduced a bit, because some small functions are
inlined, which reduces noise.
The main change is that now most functions use the private struct
directly, instead of accessing it indirectly through vo->w32.
Accesses to vo are minimalized.
The final goal is adding some sort of new windowing backend API. It
would be cleaner to use that as context pointer for all functions
(like struct vo was previously used), but since this is work in
progress, we just go with this commit.
The final goal is all mp_msg calls produce complete lines. We want this
because otherwise, race conditions could corrupt the terminal output,
and it's inconvenient for the client API too. This commit works towards
this goal. There's still code that has this not fixed yet, though.
There is no standard mechanism for detecting endianess. Doing it at
compile time in a portable way is probably hard. Doing it properly
with a configure check is probably hard too. Using the endian
definitions in <sys/types.h> (usually includes <endian.h>, which is
not available everywhere) works under circumstances, but the previous
commit broke it on OSX.
Ideally all code should be endian dependent, but that is not possible
due to the dependencies (such as FFmpeg, some video output APIs, some
audio output APIs).
Create a header osdep/endian.h, which contains various fallbacks.
Note that the last fallback uses libavutil; however, it's not clear
whether AV_HAVE_BIGENDIAN is a public symbol, or whether including
<libavutil/bswap.h> really makes it visible. And in fact we don't want
to pollute the namespace with libavutil definitions either. Thus it's
only the last fallback.
This approach is similar to what other vo_opengl backends do. It can also be
used in the future to create another cocoa backend that renders offscreen
with IOSurfaces or FBOs.
When seeking, we violently destroy the filter, because vapoursynth has
no proper API for terminating a video with unknown frame count. This
looks like an error to vapoursynth, and the error is returned via the
frame callbacks. The bug is that we remember this error state across
reinitialization, so on the first filter call after reinitialization, we
thought filtering the current frame failed. This caused a shift by 1
frame on each seek.
CC: @mpv-player/stable
DVD and Bluray (and to some extent cdda) require awful hacks all over
the codebase to make them work. The main reason is that they act like
container, but are entirely implemented on the stream layer. The raw
mpeg data resulting from these streams must be "extended" with the
container-like metadata transported via STREAM_CTRLs. The result were
hacks all over demux.c and some higher-level parts.
Add a "disc" pseudo-demuxer, and move all these hacks and special-cases
to it.
Cast away the "extra" bits (since apparently Window/XID is always
32 bit unsigned). This is not striclty needed, because you're not
supposed to pass garbage to --wid, just because the upper bits are
possibly not interpreted. But if you do so, this change increases
consistency in behavior and removes a strange behavior that was
thought to be a bug.
Also see github issue #906.
Apparently clearing on every map can cause problems with vdpau when
switching virtual desktops and such. This was observed with at least
XMonad and nvidia-340.17. It's not observed on some other setups without
XMonad.
It's not clear why this happens. Normally, the window background is not
saved, so clearing should have no additional affect. It's a complete
mystery. Possible, the use of legacy X drawing commands (used to clear
the window) interferes with vdpau operation in non-trivial ways.
Work this around by clearing on initial map only. This probably only
hides the underlying issue, but good enough.
Closes#897.
CC: @mpv-player/stable
Something like "char *s = ...; isdigit(s[0]);" triggers undefined
behavior, because char can be signed, and thus s[0] can be a negative
value. The is*() functions require unsigned char _or_ EOF. EOF is a
special value outside of unsigned char range, thus the argument to the
is*() functions can't be a char.
This undefined behavior can actually trigger crashes if the
implementation of these functions e.g. uses lookup tables, which are
then indexed with out-of-range values.
Replace all <ctype.h> uses with our own custom mp_is*() functions added
with misc/ctype.h. As a bonus, these functions are locale-independent.
(Although currently, we _require_ C locale for other reasons.)
These consult the vertical resolution, matching against 576 for
PAL and 480/486 for NTSC. The documentation has also been updated.
Signed-off-by: wm4 <wm4@nowhere>
Notably, we now conform to SMPTE 428-1-2006 when decoding XYZ12 input,
and we can support rendering intents other than colorimetric when
converting between BT.709 and BT.2020, like with :srgb or :icc-profile.
With this change, XYZ input is directly converted to the output
colorspace wherever possible, and to the colorspace specified by the
tags and/or --primaries option, otherwise.
This commit also restructures some of the CMS code in gl_video.c to
hopefully make it clearer which decision is being done where and why.
This also avoids an extra matrix multiplication when using :srgb, making
that path both more efficient and also eliminating more hard-coded
values.
In addition, the previously hard-coded XYZ to RGB matrix will be
dynamically generated.
This add support for reading primary information from lavc, categorized
into BT.601-525, BT.601-625, BT.709 and BT.2020; and passes it on to the
vo. In vo_opengl, we always generate the 3dlut against the wider BT.2020
and transform our source into this colorspace in the shader.
Do this simply by clearing the mapped buffer on every draw_image() call
without an actual video frame. (Maybe this is a bit expensive, but at
least not more expensive than regular video display.)
Clear the texture on reconfig(). (We could probably also do this simpler
with a flag, but this is actually less complicated - except that we move
the code to "map" a texture to a separate function.)