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Commit Graph

946 Commits

Author SHA1 Message Date
wm4
7fb972fd39 vo_gpu: EGL: fix transparency on X11/EGL/Mesa
Transparent windows on X11/EGL/native Mesa GL didn't work for various
reasons. From what I remember, the current code did work with nvidia at
least. Mesa has made attempts to fix this, but they never really made it
in.

But it turns out you can make EGL/Mesa list the EGLConfigs that use X11
RGBA visuals, and context_x11egl.c contains code that explicitly selects
them if alpha is requested (see pick_xrgba_config()).

The reason EGL/Mesa did not list them (and thus breaking transparency)
is because we requested a EGL_ALPHA_SIZE != 0 if alpha is requested. But
the transparent EGLConfigs use EGL_ALPHA_SIZE == 0. That's because EGL
doesn't actually support the concept of transparent windows; the alpha
size parameter is something else (memory rendering without FBOs or
something, I don't care enough to look up the real reasons).

This still won't work on Wayland. Every EGL backend needs platform
specific code. (Good job, EGL, such an awesome platform independent
standard.)

Fixes: #6590
2020-08-27 11:55:20 +02:00
wm4
b5b83a1ed5 vo_gpu: EGL: slightly better debug logging of EGL configs 2020-08-27 11:55:20 +02:00
Dudemanguy
30dcfbc9cb wayland: conditionally commit surface on resize
It was possible for sway to get incorrectly sized borders if you resized
the mpv window in a creative manner (e.g. open a video in a non-floating
mode, set window scale to 2, then float it and witness wrong border
sizes). This is possibly a sway bug (Plasma doesn't have these border
issues at least), but there's a reasonable workaround for this.

The reason for the incorrect border size is because it is possible for
mpv to ignore the width/height from the toplevel listener and set its
own size. This new size can differ from what sway/wlroots believes the
size is which is what causes the sever side decorations to be drawn on
incorrect dimensions.

A simple trick is to just explicitly commit the surface after a resize
is performed. This is only done if mpv is not fullscreened or maximized
since we always obey the compositor widths/heights in those cases.
Sending the commit signals the compositor of the new change in the
surface and thus sway/wlroots updates its internal coordinates
appropriately and borders are no longer broken.
2020-08-20 16:57:37 +00:00
Dudemanguy
486516f723 wayland: don't rely on presentation discarded
When using presentation time, we have to be sure to update the ust when
no presentation events are received to make sure playback is still
smooth and in sync. Part of the recent presentation time refactor was to
use the presentation discarded event to signal that the window is
hidden. Evidently, this doesn't work the same everywhere for whatever
reason (drivers?? hardware??) and at least one user experienced issues
with playback getting out of sync since (presumably) the discarded event
didn't occur when hiding the window. Instead, let's just go back to the
old way of checking if the last_ust is equal to the ust value of the
last member in the wayland sync queue. Fixes #8010.
2020-08-16 16:29:00 -05:00
Dudemanguy
e9cde72536 wayland: refactor presentation time
The motivation for this change was a segfault caused by e107342 which
has complicated reasons for occuring (i.e. I'm not 100% sure but I think
it is a really weird race). The major part of this commit is moving the
initialization of presentation listener to the frame_callback function.
Calling it in swap_buffers worked fine but in practice it meant a lot of
meaningless function calls if a window was hidden (the presentation
would just be immediately discarded). By calling it in frame_callback,
we ensure the listener is only created when it is possible to receive a
presentation event.

Of course calling the presentation listener in feedback_presented or
feedback_discarded was considered, but ultimately these events are too
slow. Receiving the ust/msc/sbc triplet here and then passing it to mpv
results in higher vsync judder since there is (likely) not enough time
before the next pageflip. By design, the frame callback is meant to give
us as much time as possible before the next repaint so calling it here
is probably optimal.

Additionally, we can make better use of the feedback_discarded event.
The wp_presentation_feedback should not be destroyed here. It will be
taken care of either when we get feedback again or when the player
quits. Instead what we can do is set a bool that tells wayland_sync_swap
to update itself based on mp_time delta. In practice, the result is not
any different than before, but it should be more understandable what is
going on now.

Of course, the segfault mentioned at the beginning is fixed with this as
well.
2020-08-16 18:34:09 +00:00
wm4
c1fc5354c3 wayland: fix build
Broken by previous commit. I've split a commit incorrectly.

Fixes: #7802
2020-06-04 20:15:43 +02:00
Jan Palus
ac1634360b drm: add typedef for PFNEGLGETPLATFORMDISPLAYEXTPROC (#7314)
extension is not mandatory and is not provided on ie Raspberry Pi
2020-05-14 15:07:58 +02:00
wm4
4019c11314 video: fix rgb30 component order
Was broken with a zimg wrapper refucktor before the previous commit. In
addition, it seems this didn't match the vo_drm format, or the format
naming convention. So the order actually changes, and the format is
redefined. (The img_format.h comment was probably wrong.)

Change vo_gpu to the new format as well, so we can still test it.
2020-05-09 18:02:57 +02:00
Jan Palus
3023837fb9 egl_helpers: add typedef for EGLAttrib (#7314)
part of EGL 1.5 which is not present ie on Raspberry Pi
2020-04-23 14:04:26 +02:00
Dudemanguy
055a490cef wayland: use mp_time deltas for presentation time
One not-so-nice hack in the wayland code is the assumption of when a
window is hidden (out of view from the compositor) and an arbitrary
delay for enabling/disabling the usage of presentation time. Since you
do not receive any presentation feedback when a window is hidden on
wayland (a feature or misfeature depending on who you ask), the ust is
updated based on the refresh_nsec statistic gathered from the previous
feedback event.

The flaw with this is that refresh_nsec basically just reports back the
display's refresh rate (1 / refresh_rate * 10^9). It doesn't tell you
how long the vsync interval really was. So as a video is left playing
out of view, the wl->last_queue_display_time becomes increasingly
inaccurate. This led to a vsync spike when bringing the mpv window back
into sight after it was hidden for a period of time. The hack for
working around this is to just wait a while before enabling presentation
time again. The discrepancy between the "bogus"
wl->last_queue_display_time and the actual value you get from the
feedback only happens initially after a switch. If you just discard
those values, you avoid the dramatic vsync spike.

It turns out that there's a smarter way to do this. Just use mp_time_us
deltas. The whole reason for these hacks is because
wl->last_queue_display_time wasn't close enough to how long it would
take for a frame to actually display if it wasn't hidden. Instead, mpv's
internal timer can be used, and the difference between wayland_sync_swap
calls is a close enough proxy for the vsync interval (certainly better
than using the monitor's refresh rate). This avoids the entire conundrum
of massive vsync spikes when bringing the player back into view, and it
means we can get rid of extra crap like wl->hidden.
2020-04-20 21:02:02 +00:00
Niklas Haas
7e52e72746 vo_gpu: opengl: make sure to always clean up debug callbacks
In theory this mostly happens automatically, especially after the 5
vsync limit disables this already. But if we uninit before 5 vsyncs are
rendered, this can get left in a dangling 'enabled' state, which leaks a
debug report callback.

Always explicitly disable it just to be on the safe side.
2020-04-15 07:21:36 +02:00
wm4
26f4f18c06 options: change option macros and all option declarations
Change all OPT_* macros such that they don't define the entire m_option
initializer, and instead expand only to a part of it, which sets certain
fields. This requires changing almost every option declaration, because
they all use these macros. A declaration now always starts with

   {"name", ...

followed by designated initializers only (possibly wrapped in macros).
The OPT_* macros now initialize the .offset and .type fields only,
sometimes also .priv and others.

I think this change makes the option macros less tricky. The old code
had to stuff everything into macro arguments (and attempted to allow
setting arbitrary fields by letting the user pass designated
initializers in the vararg parts). Some of this was made messy due to
C99 and C11 not allowing 0-sized varargs with ',' removal. It's also
possible that this change is pointless, other than cosmetic preferences.

Not too happy about some things. For example, the OPT_CHOICE()
indentation I applied looks a bit ugly.

Much of this change was done with regex search&replace, but some places
required manual editing. In particular, code in "obscure" areas (which I
didn't include in compilation) might be broken now.

In wayland_common.c the author of some option declarations confused the
flags parameter with the default value (though the default value was
also properly set below). I fixed this with this change.
2020-03-18 19:52:01 +01:00
wm4
d3ad4e2308 options: remove intpair option type
This was mostly unused, and has certain problems. Just get rid of it.

It was still used in CDDA (--cdda-span) and a debug option for OpenGL
(--opengl-check-pattern). Replace both of these with 2 options, where
each sets the start/end values of the former span. Both were
undocumented somehow (normally we require all options to be documented),
so I'm not caring about compatibility, and not bothering to add it to
the API changelog.
2020-03-13 16:50:27 +01:00
Sven Kroeger
fc8c1fcfb2 drm_prime: double free bug
This commit fixes a bug where handle for a framebuffer gets double
freed.
It seems to happen that the same prime fd gets two framebuffers.
As the prime fd is the same the resulting prime handle is also the
same.
This means one handle but 2 framebuffers and can lead to the following
chain:

1. The first framebuffer gets deleted the handle gets also freed via
the ioctl.

2. In startup phase not all 4 dumb buffers for overlay drawing
are set up. It can happen that the last dumb buffer gets the
handle we freed above.

3. The second framebuffer gets freed and the handle will be
freed again resulting that the 4's dumb buffer handle is not
backed by a buffer.

4. Drm prime continues to assign handles to its prime fds an
will lead to have this handle which was just freed to
reassign again but to an prime buffer.

5.Now the overlay should be drawn into dumb buffer 4 which
still has the same handle but is backed by the wrong buffer.
This leads to two different behaviors:

- MPV crashes as the drm prime buffers size als calculated
by the decoder output format. The overlay output format
differs and it takes more space. SO the size check
in kernel fails.

- MPV is continuing play. This happens when the decoders
allocates a bigger buffer than needed for the overlay.
For example overlay is Full HD and decoder output is 4k.
This leads to the behavior das the overlay wil be drawn
into the wrong buffer as its a drm prime buffer and results
in a flicker every fourth step.
2020-03-05 18:12:57 +01:00
linkmauve
322eb72679 OpenGL: Also detect softpipe as a software driver
Because it is.
2020-02-25 21:32:04 +02:00
dudemanguy
b926f18938 wayland: remove wayland-frame-wait-offset option
This originally existed as a hack for weston. In certain scenarios, a
frame taking too long to render would cause vo_wayland_wait_frame to
timeout which would result in a ton of dropped frames. The naive
solution was to just to add a slight delay to the time value. If a
frame took too long, it would likely to fall under the timeout value and
all was well. This was exposed to the user since the default delay
(1000) was completely arbitrary.

However with presentation time, this doesn't appear to be neccesary.
Fresh frames that take longer than the display's refresh rate (16.666 ms
in most cases) behave well in Weston. In the other two main compositors
without presentation time (GNOME and Plasma), they also do not
experience any ill effects. It's better not to overcomplicate things, so
this "feature" can be removed now.
2020-01-31 00:40:44 +00:00
der richter
3275cd04b7 cocoa-cb: add support for forcing the dedicated GPU for rendering
this deprecates the old cocoa backend only option and moves it to the
general macos ones. add support for the new option in the cocoa-cb
layer creation and use the new option in the olde cocoa backend.

Fixes #7272
2020-01-26 12:12:22 +01:00
Philip Langdale
eb852dc50c vo_gpu: hwdec_vdpau: remove direct_mode
As we are less and less interested in vpdpau, with nvdec and vaapi
being better choices in general on nvidia and AMD respectively, we
might consider removing direct_mode, where we bypass the vdpau
mixer and work directly with yuv textures. Normally, working with
yuv textures would be great, but vdpau built in an assumption that
all frames are delivered as separate fields, causing us to have
to re-interleave them.

nvidia then introduces a new OpenGL extension that can return the
yuv frames as frames, but we can't just unconditionally switch to
that as we'd want to keep supporting older hardware where the drivers
are no longer getting new features. The end result is that we
wouldn't be able to get rid of the old code paths.

Removing direct_mode means we always use the mixer, and work with
rgba frame textures. There are some theoretical limitations to
this, but in practice they probably don't matter much - unsupported
colourspaces don't matter because without 10bit decoding support,
we can't use them anyway, and apparently we're not doing separate
chroma scaling these days, so scaling the rbga doesn't really lose
anything (and the vdpau hq scaling option remains available).
2019-12-28 14:31:06 -08:00
wm4
e1586585b4 vo_gpu: opengl: make it work with EGL 1.4
This tries to deal with the crazy EGL situation. The summary is:

- using eglGetDisplay() with multiple windowing platforms doesn't really
  work, but Mesa had an awful hack for it
- this hack can be disabled at build time, and some distros sometimes
  accidentally or intentionally do so
- Mesa will probably eventually disable it by default
- we switched to eglGetPlatformDisplay(), but this requires EGL 1.5
- the very regrettable graphics company (also known as Nvidia) ships
  drivers (for old hardware I think) that are EGL 1.4 only
- that means even though we "require" EGL 1.5 and link against it, the
  runtime EGL may be 1.4
- trying to run mpv there crashes in the dynamic linker
- so we have to go through some more awful compatibility hacks

This commit tries to do it "properly", but using EGL 1.4 as base. The
plaform selection mechanism is a messy extension there, which got
elevated to core API in 1.5 (but OF COURSE in incompatible ways).

I'm not sure whether the EGL 1.5 code path (by parsing the EGL_VERSION)
is really needed, but if you ask me, it feels slightly saner not to rely
on an EGL 1.4 kludge forever. But maybe this is just an instance of
self-harm, since they will most likely never drop or not provide this
API.

Also, unlike before, we actually check the extension string for the
individual platform extensions, because who knows, some EGL
implementations might curse us if we pass unknown platform parameters.
(But actually, the more I think about this, the more bullshit it is.)

X11 and Wayland were the only ones trying to call eglGetPlatformDisplay,
so they're the only ones which are adjusted in this commit.

Unfortunately, correct function of this commit is unconfirmed. It's
possible that it crashes with the old drivers mentioned above.

Why didn't they solve it like this:

struct native_display {
    int platform_type;
    void *native_display;
};

Could have kept eglGetDisplay() without all the obnoxious extension BS.
2019-12-16 00:25:51 +01:00
wm4
2c6d42e704 vo_gpu: x11egl: log EGL config ID
Somewhat useful for debugging.
2019-12-15 23:33:23 +01:00
wm4
cc746c9508 vo_gpu: x11egl: cleanup EGL correctly
...probably.

The EGL backend had a strange problem: when recreating the window, EGL
surface creation sometimes mysteriously failed. For example, keeping the
"_" key down (cycles video by default) destroys and recreates the window
in rapid succession, which will often enough show the "Could not create
EGL surface!" message.

This was puzzling because due to mpv's architecture, the X11 Window and
even the X11 Display were fully destroyed, the thread on which they ran
was destroyed, and then everything was recreated. There shouldn't have
been any state that could make subsequent EGL initialization fail.

It turns out mpv forgot to free EGLSurfaces in the x11 code. EGL is a
pretty crazy API (full of thread local and global state with weird
lifetime requirements), and for example it seems EGLDisplay cannot be
explicitly released, but apparently implicitly dies when the native
display is closed (at least EGL 1.5 claims eglTerminate() does _not_
invalidate the display, only certain objects linked to it). It appears
that Mesa still referenced at least EGLSurface in some form, and either
some pointer or some X11 ID was dangling, and when it randomly matched
when eglCreateWindowSurface() was called, it failed.

Fix this by calling eglTerminate(), which supposedly destroys (or rather
unreferences) contexts and surfaces created from the display (but
absurdly not the display itself).

Now why can't you just destroy the display? If it's implicitly
invalidated, why can't it just call eglTerminate() implicitly when this
happens? Did Mesa do something wrong when they somehow didn't
automatically remove the dangling object (so I could claim not to be
responsible for the bug)? Who the fuck knows, and I'm too tired to
figure this out (both because it's late, and because I'm tired of this
EGL crap API).

Still not sure if the code is correct now. I think EGL was designed to
maximize implementation and API-use complications. How else could you
possibly come up with something like the EGLDisplay life cycle? Or am I
just making a fuss? Anyway, fuck EGL, fuck computers, fuck technology.

Fixes: #7129
2019-12-12 01:50:05 +01:00
wm4
59cdfe50b2 rpi: destroy fullscreen change handling
Get rid of the legacy VOCTRL (which will be removed later). I'm not sure
what exactly fullscreen was supposed to do (toggling between using the
entire display, and what --geometry forced?), but I don't care, just get
rid of the VOCTRL. PRs to fix regressions caused by this will be
accepted, but personally I don't care since this is excessively fringe
and obscure.
2019-12-11 18:50:37 +01:00
Anton Kindestam
d5cabf7348 drm: avoid division by 0 in drm_pflip_cb with bad drivers
Seems like some drivers only increment msc every other page flip when
running in interlaced mode (I'm looking at you nouveau). I.e. it seems
to be incremented at the frame rate, rather than the field rate.
Obviously we can't work with this, so shame the driver and bail.

On intel this isn't an issue, as msc is incremented at field rate
there.

This means presentation feedback won't work correctly in interlaced
modes with those drivers, but who in their right mind uses an
interlaced mode these days, anyway?
2019-12-07 18:34:25 +01:00
wm4
fa9a1ff0a0 vo_gpu: opengl: add hack for ancient Mesa/GLX
glx.h recursively includes gl.h, and there is no way to prevent this.
Old Mesa defines some GL symbols, but not all which mpv needs. In
particular, one user who was too lazy to update his ancient Ubuntu and
preferred to bother us with obscure bug reports, had Mesa headers which
did not define GL 3.2, so GLsync was not defined.

All in all I still think the idea of providing the GL API definitions
ourselves was a good idea; just GLX should have been isolated better.
But isolating GLX now is too much effort.

Not sure why I'm bothering with this at all.

Fixes: #7201 (unconfirmed)
2019-11-30 13:38:28 +01:00
wm4
053297b1ca vo_gpu: opengl: do not free "GL" sub-allocations
This function always expects the GL struct pointer to be a talloc
allocation. So far so bad. But the terrible thing is that _lots_ of code
in mpv didn't quite get this (including the code which introduced the
way it is used this way). For example, in context_glx.c you see this:

struct priv {
    GL gl;
    ...

GL is not a talloc allocation, but since it's at the start of a talloc
allocation, it works anyway. So far so bad. But the really terrible
thing is that mpgl_load_functions2() calls talloc_free_children() on the
GL pointer, which means that all of priv's. This would be unintentional
and could create dangling pointers. And this happens at the about 1
dozen of callers. I'm amazed it didn't broke yet anywhere.

Removing this anti-pattern with making GL "implicitly" a talloc
allocation would be too much effort at this point. So just manually free
the only allocation that the function attached to GL.
2019-11-29 20:23:27 +01:00
Philip Langdale
ba370e9599 vo_gpu: context_glx: Add X11 native resource
Surprisingly, we've managed to get this far without context_glx ever
adding the X11 display as a native resource. But with the recent change
to attempt to enable vdpau when using EGL, the hwdec now requires the
display to be added. So let's add it.
2019-11-16 15:35:32 -08:00
Dudemanguy
0d8a6c6984 wayland: use eglGetPlatformDisplay()
See aacc194. The same logic all applies to Wayland. In fact, we already
require EGL 1.5 for wayland anyway, so it's better to do it right.
2019-11-16 14:23:07 -06:00
wm4
aacc1942fb x11: require EGL 1.5 and use eglGetPlatformDisplay()
eglGetPlatform() is a broken API, since it takes a windowing specific
argument, yet is supposed to work for multiple APIs at the same time. On
Linux, it can take both a X11 "Display" and a "wl_display". Obviously
there is no way to specify what kind of display the argument is (it's
just a void*).

Mesa has _eglNativePlatformDetectNativeDisplay, which does funny stuff
to try to guess the display type, including trying to call mincore() to
determine whether the pointer can be accessed at all. I guess this
recently accidentally broke (as a bug), but on the other hand, maybe
it's time to do this properly.

The fix is using eglGetPlaformDisplay(). This requires EGL 1.5, plus
Mesa needs to support the associated platform extension
(EGL_KHR_platform_x11).

Since I see no reasonable way to do this in a compatible way, just
require that EGL 1.5 is available. The problem is that EGL 1.4 seems to
require you to create a display to query EGL version and extension, and
you have a chicken-and-egg problem. It's very stupid. Maybe you could
jump through some more hoops to get something compatible, but fuck that.
Users on "too old" Mesa will fall back to GLX (which we keep around for
a regrettable company known by the name of Nvidia).

I think Wayland and GBM should do the same. They're sufficiently
bleeding-edge that you can expect them to have EGL 1.5. On the other
hand, the cursed RPI code will have to stay with a eglGetDisplay().

Speculative fix for #7154.

(Rant about EGL follows. Actually I deleted it.)
2019-11-16 20:55:03 +01:00
wm4
cd8fd4b788 vo_gpu: context_x11egl: check eglGetConfigAttrib() for errors
Not sure why it assumes that it always succeeds (although generally it
won't fail).
2019-11-08 21:22:49 +01:00
wm4
1c8d2246bf vo_gpu: vdpau actually works under EGL
The use of glXGetCurrentDisplay() restricted this to the GLX backend.
But actually it works under EGL as well. Removing the GLX-specific call
and using the general mpv-internal method to get the X "Display" makes
it work in mpv.

I didn't know this. Nvidia didn't list this as extension in the EGL
context when I still used their GPUs.

Note that this might in theory break use of vdpau in some libmpv clients
using the render API. But only if MPV_RENDER_PARAM_X11_DISPLAY is not
used, and they relied on mpv using glXGetCurrentDisplay(). EGL does not
provide such an API, and hwdec_vaapi.c also uses what hwdec_vdpau.c uses
now. Considering that vaapi is preferable these days, it's not bad at
all if these clients get "broken". They can be easily fixed by passing
the display to mpv correctly.
2019-11-07 22:53:13 +01:00
wm4
3e660f6164 vo_gpu: opengl: add support for IMGFMT_RGB30
This integrates it as "special" format, with no alpha component, as the
equivalent IMGFMT_RGB30 isn't meant to contain any.

Nothing can produce this format in the video chain yet, so the next
commits are needed to make this actually work.
2019-11-02 17:46:46 +01:00
Jan Ekström
17ad806993 vo_gpu/opengl: fully initialize FBO when passing it to rendering
Until now, we only properly initialized two values, leaving the
rest be garbage.

Fixes #7104
2019-10-30 15:54:41 +01:00
Dudemanguy911
9dead2b932 wayland: fix presentation time
There's 2 stupid things here that need to be fixed. First of all,
vulkan wasn't actually using presentation time because somehow the
get_vsync function in context.c disappeared. Secondly, if the mpv window
was hidden it was updating the ust time based on the refresh_usec but
really it should simply just not feed any information to the vsync info
structure. So this adds some logic to assume whether or not a window is
hidden.
2019-10-20 19:50:10 +00:00
dudemanguy
027ca4fb85 wayland: add various render-related options
The newest wayland changes have some new logic that make sense to expose
to users as configurable options.
2019-10-20 15:34:57 +00:00
dudemanguy
bedca07a02 wayland: add presentation time
Use ust/msc/refresh values from wayland's presentation time in mpv's
ra_swapchain_fns.get_vsync for the wayland contexts.
2019-10-20 15:34:57 +00:00
wm4
c75e0320f6 vo_gpu: hwdec_d3d11egl: add missing P010 format to supported list
This was obviously missing from the recent commit, which probably broke
10 bit decoding. The original commit didn't test this for lack of
working hardware; this commit isn't tested either.

Fixes: a1c7d61393
2019-10-17 22:45:05 +02:00
wm4
b7eae31834 vo_gpu: hwdec_d3d11eglrgb: remove this
Finally. Since with the previous commit we can (probably) handle
P010 directly, this hack isn't needed anymore.
2019-10-16 23:41:06 +02:00
wm4
a1c7d61393 vo_gpu: hwdec_d3d11egl: adapt to newer ANGLE API
2 years ago, ANGLE removed the old NV12-specific extension, and added
a new one that supports a number of formats, including P010. Actually
they just renamed it and removed their initial annoying and obvious
design error (bravo, Google).

Since it broke 2 years ago, nobody should give a shit about this code,
and it should just be removed. But for some reason I still dived the
shit-tank (Windows development).

I guess Intel code monkeys can't write drivers (or maybe the issue is
because we're doing zero-copy, which probably maybe is not actually
allowed by D3D11 due to array textures, see --d3d11va-zero-copy), so
the P010 path is completely untested. It doesn't work, I'll delete all
this ANGLE hwdec code.

Fixes: #7054
2019-10-16 23:41:06 +02:00
dudemanguy
ea4685b233 wayland: use callback flag + poll for buffer swap
The old way of using wayland in mpv relied on an external renderloop for
semi-accurate timings. This had multiple issues though. Display sync
would break whenever the window was hidden (since the frame callback
stopped being executed) which was really annoying. Also the entire
external renderloop logic was kind of fragile and didn't play well with
mpv's internal structure (i.e. using presentation time in that old
paradigm breaks stats.lua).

Basically the problem is that swap buffers blocks on wayland which is
crap whenever you hide the mpv window since it looks up the entire
player. So you have to make swap buffers not block, but this has a
different problem. Timings will be terrible if you use the unblocked
swap buffers call.

Based on some discussion in #wayland, the trick here is relatively
simple and works well enough for our purposes. Instead we basically
build a way to block with a timeout in the wayland buffer swap
functions.

A bool is set in the frame callback function that indicates whether or
not mpv is waiting for a frame to be displayed. In the actual buffer
swap function, we enter into a while loop waiting for this flag to be
set. At the same time, the wl_display is polled to block the thread and
wakeup if it receives any events from the compositor. This loop only
breaks if enough time has passed or if the frame callback bool is
received.

In the near future, it is better to set whether or not frame a frame has
been displayed in the presentation feedback. However as a first pass,
doing it in the frame callback is more than good enough.

The "downside" is that we render frames that aren't actually shown on
screen when the player is hidden (it seems like wayland people don't
like that). But who cares. Accurate timings are way more important. It's
probably not too hard to add that behavior back in the player though.
2019-10-10 17:41:19 +00:00
dudemanguy
fd7aff7a9d wayland opengl: actually call uninit if init fails
This is the proper fix to the memory leak @wm4 pointed out. It turns out
that when you autoprobe opengl and vo_wayland_init returns false,
vo_wayland_uninit is never actually executed. So you have a leftover
pointer. The vulkan context does this correctly which was why my old,
dumb "fix" broke it.
2019-10-03 14:56:43 +00:00
Anton Kindestam
6290420380 vo: make swapchain-depth option generic for all VOs
In preparation for making vo_drm able to use swapchain-depth
2019-09-28 14:10:01 +03:00
Anton Kindestam
9538fb5a7a drm: refactor page_flipped callback
Avoid duplicating the same callback function in both context_drm_egl
and vo_drm.
2019-09-28 14:10:01 +03:00
Anton Kindestam
2cf8dd6451 drm: move struct vsync_tuple into drm_common as drm_vsync_tuple
This struct will be useful in vo_drm as well.
2019-09-28 14:10:01 +03:00
Anton Kindestam
22252432e2 context_drm_egl: define EGL_PLATFORM_GBM_MESA, EGL_PLATFORM_GBM_KHR if not in system headers
To account for oddball setups where EGL_PLATFORM_GBM_MESA or
EGL_PLATFORM_GBM_KHR might not be defined for whatever reason.
2019-09-27 20:01:15 +02:00
Jonas Karlman
16d2ddb505 vo_gpu: hwdec_drmprime_drm: add hwdec ctx
This allows to use drm hwaccels that require a hwdevice.

Tested with v4l2request hwaccel and cedrus driver on an allwinner device
running mpv with --vo=gpu --gpu-context=drm --hwdec=drm.
2019-09-27 13:08:27 +02:00
sfan5
508e35881e context_android: move common code to a separate file
In preparation for a Vulkan Android context.
This also replaces querying for EGL_WIDTH and EGL_HEIGHT
with equivalent ANativeWindow calls.
2019-09-27 00:05:06 +03:00
Anton Kindestam
b6def652a4 context_drm_egl: Don't get stuck forever if drmHandleEvent fails 2019-09-22 22:39:10 +02:00
memeka
0bdcbd75e0 context_drm_egl: Use eglGetPlatformDisplayEXT if available
Check if eglGetPlatformDisplayEXT is available and try to
use it to obtain the display connection. Fall back to eglGetDisplay
if eglGetPlatformDisplayEXT is not available or failing.

From PR #5992
2019-09-20 19:09:36 +02:00
Cameron Cawley
db09d77e46 rpi: Update for modern systems 2019-09-20 11:39:06 +02:00
wm4
8e5cd62dca oml_sync: fix typo in comment
I think... Also reword another part of the text.
2019-09-20 00:32:29 +02:00