The wayland code was written more than 4 years ago when wayland wasn't
even at version 1.0. This commit rewrites everything in a more modern way,
switches to using the new xdg v6 shell interface which solves a lot of bugs
and makes mpv tiling-friedly, adds support for drag and drop, adds support
for touchscreens, adds support for KDE's server decorations protocol,
and finally adds support for the new idle-inhibitor protocol.
It does not yet use the frame callback as a main rendering loop driver,
this will happen with a later commit.
The existing code in check_ext() avoided false positive due to
sub-strings, but allowed false negatives. Fix this with slightly better
search code, and make it available as function to other source files.
(There are some cases of strstr() still around.)
Unless FBOs are unsupported, this works. In particular, it's required to
get ICC profiles working in voluntary dumb mode. So instead of
blanket-disabling it, only disable it in the !have_fbo false case.
We allowed any input format that was generally supported by libva, but
this is probably nonsense, as the actual surface format was always fixed
to nv12. We would have to check whether libva can upload a given pixel
format to a nv12 surface. Or we would have to use a separate frame pool
for input surfaces with the exact sw_format - but then we'd also need to
check whether the vaapi VideoProc supports the surface type.
Hardcode nv12 and yuv420p as input formats, which we know can be
uploaded to nv12 surfaces. In theory we could get a list of supported
upload formats from libavutil, but that also require allocating a dummy
hw frames context just for the query.
Add a comment to the upload code why we can allocate an output surface
for input.
In the long run, we'll probably want to use libavfilter's vaapi
deinterlacer, but for now this would break at least user options.
The current check_va_status() function could probably be argued to be
derived from the original VAAPI's patch check_status() function, thus
GPL-only. While I have my doubts that it applies to an idiom on this
level, it's better to replace it. Similar idea, different expression
equals no copyright association.
An earlier commit message promised this, but it was forgotten.
Originally mpv vaapi support was based on the MPlayer-vaapi patches.
These were never merged in upstream MPlayer. The license headers
indicated they were GPL-only. Although the actual author agreed to
relicensing, the company employing him to write this code did not, so
the original code is unusable to us.
Fortunately, vaapi support was refactored and rewritten several times,
meaning little code is actually left. The previous commits removed or
moved that to GPL-only code. Namely, vo_vaapi.c remains GPL-only. The
other code went away or became unnecessary mainly because libavcodec
itself gained the ability to manage the hw decoder, and libavutil
provides code to manage vaapi surfaces. We also changed to mainly using
EGL interop, making any of the old rendering code unnecessary.
hwdec_vaglx.c is still GPL. It's possibly relicensable, because much of
it was changed, but I'm not too sure and further investigation would be
required. Also, this has been disabled by default for a while now, so
bothering with this is a waste of time. This commit simply disables it
at compile time as well in LGPL mode.
Done for license reasons. vo_vaapi.c is turned into some kind of
dumpster fire, and we'll remove it as soon as I'm mentally ready for
unkind users to complain about removal of this old POS.
This is for relicensing. Some of this code is loosely based on
vo_vaapi.c from the original MPlayer-vaapi patches. Most of the code has
changed, and only the initialization code and check_status() look
remotely similar. The initialization code is changed to be like Libav's
(hwcontext_vaapi.c). check_va_status() is just a C idiom, but to play it
safe, we'll either drop it from LGPL code (or recreate it).
vaapi.c still contains plenty of code from the original patches, but the
next commits will move them out of the LGPL code paths.
Seems to be fixed upstream in the nvidia driver, so it's probably a good
idea to 1. force the layout and 2. remove the warning, as it now
actually works. Users with older drivers would run into errors, but they
can still use shaderc as a replacement. (And it's not like the old
status quo was any better)
This was always set to the length of the VAO, but it should have been
set to the number of vertex attribs actually in use for this frame. No
idea how that managed to survive the test framework on nvidia/linux, but
ANGLE caught it.
This has several advantages:
1. no more redundant texcoords when we don't need them
2. no more arbitrary limit on how many textures we can bind
3. (that extends to user shaders as well)
4. no more arbitrary limits on tscale radius
To realize this, the VAO was moved from a hacky stateful approach
(gl_sc_set_vertex_attribs) - which always bothered me since it was
required for compute shaders as well even though they ignored it - to be
a proper parameter of gl_sc_dispatch_draw, and internally plumbed into
gl_sc_generate, which will make a (properly mangled) deep copy into
params.vertex_attribs.
FlagBits is just the name of the enum. The actual data type representing
a combination of these flags follows the *Flags convention. (The
relevant difference is that the latter is defined to be uint32_t instead
of left implicit)
For consistency, use *Flags everywhere instead of randomly switching
between *Flags and *FlagBits.
Also fix a wrong type name on `stageFlags`, pointed out by @atomnuker
Using renderpass layout transitions is more optimal and doesn't require
a redundant pipeline barrier.
Since our render passes are static and don't change throughout the
lifetime of a ra_renderpass, we unfortunately don't have much
flexibility here - so just hard-code SHADER_READ_ONLY_OPTIMAL as the
output format as this will be the most common case.
We also can't short-circuit the transition when we need to preserve the
framebuffer contents, since that depends on the current layout; so we
still use an explicit tex_barrier in this case. (Most optimal for this
scenario would be an input attachment anyway)
Now you need FFmpeg git, or something.
This also gets rid of the last real use of gpu_memcpy(). libavutil does
that itself. (vaapi.c still used it, but it was essentially unused,
because the code path isn't really in use anymore. It wasn't even
included due to the d3d-hwaccel dependency in wscript.)
This is apparently required to get storage images working on
windows/vulkan, and probably good practice either way. Not entirely sure
if it's the best idea to be always storing the value as 32-bit float,
but it should hardly matter in practice (since we're only writing one
sample per thread).
(Leaving them implicit requires the shaderStorageImageWriteWithoutFormat
feature to be enabled, which the windows nvidia vulkan driver doesn't
support, at least not for a GTX 670)
This makes the radeon driver shut up about frequently updating
STATIC_DRAW UBOs (--opengl-debug), and also reduces the amount of
synchronization necessary for vulkan uniform buffers.
Also add some extra debugging/tracing code paths. I went with a
flags-based approach in case we ever want to extend this.
In addition to the built-in nvidia compiler, we now also support a
backend based on libshaderc. shaderc is sort of like glslang except it
has a C API and is available as a dynamic library.
The generated SPIR-V is now cached alongside the VkPipeline in the
cached_program. We use a special cache header to ensure validity of this
cache before passing it blindly to the vulkan implementation, since
passing invalid SPIR-V can cause all sorts of nasty things. It's also
designed to self-invalidate if the compiler gets better, by offering a
catch-all `int compiler_version` that implementations can use as a cache
invalidation marker.
This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop!
Current problems / limitations / improvement opportunities:
1. The swapchain/flipping code violates the vulkan spec, by assuming
that the presentation queue will be bounded (in cases where rendering
is significantly faster than vsync). But apparently, there's simply
no better way to do this right now, to the point where even the
stupid cube.c examples from LunarG etc. do it wrong.
(cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370)
2. The memory allocator could be improved. (This is a universal
constant)
3. Could explore using push descriptors instead of descriptor sets,
especially since we expect to switch descriptors semi-often for some
passes (like interpolation). Probably won't make a difference, but
the synchronization overhead might be a factor. Who knows.
4. Parallelism across frames / async transfer is not well-defined, we
either need to use a better semaphore / command buffer strategy or a
resource pooling layer to safely handle cross-frame parallelism.
(That said, I gave resource pooling a try and was not happy with the
result at all - so I'm still exploring the semaphore strategy)
5. We aggressively use pipeline barriers where events would offer a much
more fine-grained synchronization mechanism. As a result of this, we
might be suffering from GPU bubbles due to too-short dependencies on
objects. (That said, I'm also exploring the use of semaphores as a an
ordering tactic which would allow cross-frame time slicing in theory)
Some minor changes to the vo_gpu and infrastructure, but nothing
consequential.
NOTE: For safety, all use of asynchronous commands / multiple command
pools is currently disabled completely. There are some left-over relics
of this in the code (e.g. the distinction between dev_poll and
pool_poll), but that is kept in place mostly because this will be
re-extended in the future (vulkan rev 2).
The queue count is also currently capped to 1, because of the lack of
cross-frame semaphores means we need the implicit synchronization from
the same-queue semantics to guarantee a correct result.
Tested by making the ra_tex_resize function always fail (apart from the
initial FBO check). This required a few changes:
1. reset shaders on failed dispatch
2. reset cleanup binds on failed dispatch
3. fall back to initializing the struct image to 1x1 on failure
4. handle output_fbo_valid gracefully
This was sort of grating by default and made it really hard to actually
read e.g. text on top of a transparent background. I decided to approach
the problem from both directions, making the whites darker and the grays
lighter. This brings it closer to the dynamic range of e.g. the
wikipedia transparent svg preview.
Due to the plethora of historical baggage from different eras getting
confusing, I decided to simplify and unify the struct organization and
naming scheme.
Structs that got renamed:
1. fbodst -> ra_fbo (and moved to gpu/context.h)
2. fbotex -> removed (redundant after 2af2fa7a)
3. fbosurface -> surface
4. img_tex -> image
In addition to these structs being renamed, all of the names have been
made consistent. The new scheme is as follows:
struct image img;
struct ra_tex *tex;
struct ra_fbo fbo;
This also affects derived names, e.g. indirect_fbo -> indirect_tex.
Notably also, finish_pass_fbo -> finish_pass_tex and finish_pass_direct
-> finish_pass_fbo.
The new equivalent of fbotex_change() is called ra_tex_resize().
This commit (should) contain no logic changes, just renaming a bunch of
crap.
I've observed the garbage pixels in more scenarios. They also were never
really needed to begin with, originally being a discovered work-around
for bug that we fixed since then anyway. Doesn't really seem to even
help resizing, since the OpenGL drivers are all smart enough to pool
resources internally anyway.
Fixes#1814
Enabling double buffering fixed some graphical glitches when entering
fullscreen, but it also caused a fullscreen performance regression. We
decided that the glitches were preferable to the performance regression.
This reverts commit cee764849e.
The code used ra_ctx_destroy even though ra_ctx_create was never called
(since it's just a dummy ctx), which led to a conflict of assumptions.
The proper fix is to only use ra_gl_ctx_uninit (mirroring the
ra_gl_ctx_init) and free the dummy ctx manually.
Fixes https://github.com/cmdrkotori/mpc-qt/issues/129
We want e.g. --opengl-shaders-append=foo to resolve to the new option,
all while printing an option name. --opengl-shader is a similar case.
These options are special, because they apply "actions" on actual
options by specifying a suffix. So the alias/deprecation handling has to
be part of resolving the actual option from prefix and suffix.
Turns out the option code apparently tries to directly talloc_free() the
allocated strings, instead of going through a tactx wrapper or
something. So we can't directly overwrite it. Do something else
instead..
Almost as fast as the old code, but more general. Notably, glslang
doesn't support nested arrays.
(cf. https://github.com/KhronosGroup/glslang/issues/1057)
Also much cleaner code-wise, so I think I'll keep it even if glslang
implements array_of_arrays.
This never really made sense since the BT.1886 changes. It should get
*brighter* for bright rooms, not darker for dark rooms. Picked some new
values that seemed reasonable-ish.
This causes a performance regression on 10.11 and newer, but the single
buffered method was broken and could cause partially rendered frames to
be presented to the screen.
This reverts 9f30cd8292 and
e543853a7f.
This is done in several steps:
1. refactor MPGLContext -> struct ra_ctx
2. move GL-specific stuff in vo_opengl into opengl/context.c
3. generalize context creation to support other APIs, and add --gpu-api
4. rename all of the --opengl- options that are no longer opengl-specific
5. move all of the stuff from opengl/* that isn't GL-specific into gpu/
(note: opengl/gl_utils.h became opengl/utils.h)
6. rename vo_opengl to vo_gpu
7. to handle window screenshots, the short-term approach was to just add
it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to
ra itself (and vo_gpu altered to compensate), but this was a stop-gap
measure to prevent this commit from getting too big
8. move ra->fns->flush to ra_gl_ctx instead
9. some other minor changes that I've probably already forgotten
Note: This is one half of a major refactor, the other half of which is
provided by rossy's following commit. This commit enables support for
all linux platforms, while his version enables support for all non-linux
platforms.
Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the
--opengl- options like --opengl-early-flush, --opengl-finish etc. Should
be a strict superset of the old functionality.
Disclaimer: Since I have no way of compiling mpv on all platforms, some
of these ports were done blindly. Specifically, the blind ports included
context_mali_fbdev.c and context_rpi.c. Since they're both based on
egl_helpers, the port should have gone smoothly without any major
changes required. But if somebody complains about a compile error on
those platforms (assuming anybody actually uses them), you know where to
complain.
See "Copyright" file for caveats.
This changes the remaining "almost LGPL" files to LGPL, because we think
that the conditions the author set for these was finally fulfilled.
This is "wrong", because you might want mp_image_copy_attributes() to
preserve the information that the colorspace parameters are unknown.
This is important for hwdec -copy modes, which call this function before
fix_image_params() and mp_colorspace_merge() are called.
Instead, just wipe the colorspace attributes if the pixel format changes
in an apparently incompatible way. Use mp_image_params_guess_csp() logic
for this and factor that into its own function.
mp_image_set_attributes() attempts to do something similar, so change
that in the same way. Also, mp_image_params_guess_csp() just returned if
the imgfmt was invalid or unset - just remove that part, because it
annoyingly doesn't fit into the new code, and had little reason to exist
to begin with. (Probably.)
I see no reason not to do this. I think the check comes from the time
when mp_image stored the image aspect ratio, instead of the pixel aspect
ratio, where the logic might have made more sense.
It was noticed that -copy hwdec modes typically dropped the
chroma_location field. This happened because the attributes on hw
download are copied with mp_image_copy_attributes(), which tries to copy
these parameters only if src and dst were both YUV (in an attempt to
copy parameters only if it makes sense).
But hardware formats did not have the YUV flag set (anymore?), and code
shouldn't attempt to check the flag in this way anyway. Drop the check,
and always copy the whole color metadata struct. There is a call to
mp_image_params_guess_csp() below, which tries to unset nonsense
metadata if it was copied from a YUV format to RGB. This function would
also do the right thing for hw formats (although for the cited bug only
the software case matters).
Fixes#4804.
This reverts commit 96462040ec.
I guess the autoprobing is still too primitive to handle this well. What
it really should be trying is initializing the wrapper decoder, and if
that doesn't work, try another method. This is complicated by hwaccels
initializing in a delayed way, so there is no easy solution yet.
Probably fixes#4865.
This overrides the use of GLX_SGI_swap_control, because apparently
GLX_SGI_swap_control doesn't support SwapInterval(0), but the
GLX_MESA_swap_interval does.
Of course, everybody except mesa just accepts SwapInterval(0) even for
GLX_SGI_swap_control, but mesa needs to be the special snowflake here
and reject it, forcing us to load their stupid named extension instead.
Meanwhile khronos has done nothing except spit out GLX_EXT_swap_control
(not to be confused with GL_EXT_swap_control, which is exported by
WGL_EXT_swap_control), that doesn't fix the problem because mesa doesn't
implement it anyway.
What a fucking mess.
Even if the contents are entirely zero. In the current code, these
entries were left uninitialized. (Which always worked for nvidia - but
randomly blew up for AMD)
This is simultaneously generalized into two directions:
1. Support more sc_uniform types (needed for SC_UNIFORM_TYPE_PUSHC)
2. Support more flexible packing (needed for both PUSHC and ra_d3d11)
This is around 512 kB, which is just way too much. Heap-allocate it
instead. Also cut down the max pass count to 64, since 128 was
unrealistically high even for vo_opengl.
Instead of relying on power-of-two buffer sizes and unsigned overflow,
make this code more robust (and also cleaner).
Why can't C get a real modulo operator?
This was there even before the refactor, but the refactor exposed the
bug. I hate C's useless fucking modulo operator so much. I've gotten hit
by this exact bug way too many times.
Since the addition of UBOs, the assumption that the uniform index
corresponds to the pass->params.inputs index is no longer true. Also,
there's no reason it would even need this - since the `input` is also
available directly in sc_uniform.
I have no idea how I've been using this code for as long as I have
without any segfaults until earlier today.
This was needlessly complicated and prone to breakage, because even the
references to the ring buffer could end up getting invalidated and
containing garbage data on e.g. shader cache flush. For much the same
reason why we can't keep around the *timer_pool, we're also forced to
hard-copy the entire sample buffer per pass per frame.
Not a huge deal, though. This is, what, a few kB per frame? We have more
pressing CPU performance concerns anyway.
Also simplified/fixed some other code.
This clearly highlights all out-of-gamut/clipped pixels. (Either too
bright or too saturated)
Has some (documented) caveats. Also make TONE_MAPPING_CLIP stop actually
clamping the value range (it's unnecessary and breaks this feature).
Redefining texture1D / texture3D seems to be illegal, they are already
built-in macros or something. So just use tex1D and tex3D instead.
Additionally, GL_KHR_vulkan_glsl requires using explicit vertex
locations and bindings, so make some changes to facilitate this. (It
also requires explicitly setting location=0 for the color attachment
output)
Vulkan compat. rgb16 doesn't exist on hardware anyway, might as well
just generate the 3DLUT against rgba16 as well. We've decided this is
the simplest way to do vulkan compatibility: just make sure we never
actually need 3-component textures.
This is mostly done so we can support using textures with more
components than the scaler LUTs have entries. But while we're at it,
also change the way the weights are packed so that they're always
sequential with no gaps. This allows us to simplify
pass_sample_separated_get_weights as well.
Mouse wheel bindings have always been a cause of user confusion.
Previously, on Wayland and macOS, precise touchpads would generate AXIS
keycodes and notched mouse wheels would generate mouse button keycodes.
On Windows, both types of device would generate AXIS keycodes and on
X11, both types of device would generate mouse button keycodes. This
made it pretty difficult for users to modify their mouse-wheel bindings,
since it differed between platforms and in some cases, between devices.
To make it more confusing, the keycodes used on Windows were changed in
18a45a42d5 without a deprecation period or adequate communication to
users.
This change aims to make mouse wheel binds less confusing. Both the
mouse button and AXIS keycodes are now deprecated aliases of the new
WHEEL keycodes. This will technically break input configs on Wayland and
macOS that assign different commands to precise and non-precise scroll
events, but this is probably uncommon (if anyone does it at all) and I
think it's a fair tradeoff for finally fixing mouse wheel-related
confusion on other platforms.
It seems like the Cocoa backend used to return the same mpv keycodes for
mouse back/forward as it did for scrolling up and down. Fix this by
explicitly mapping all Cocoa button numbers to the right mpv keycodes.
mpv's mouse button numbering is based on X11 button numbering, which
allows for an arbitrary number of buttons and includes mouse wheel input
as buttons 3-6. This button numbering was used throughout the codebase
and exposed in input.conf, and it was difficult to remember which
physical button each number actually referred to and which referred to
the scroll wheel.
In practice, PC mice only have between two and five buttons and one or
two scroll wheel axes, which are more or less in the same location and
have more or less the same function. This allows us to use names to
refer to the buttons instead of numbers, which makes input.conf syntax a
lot easier to remember. It also makes the syntax robust to changes in
mpv's underlying numbering. The old MOUSE_BTNx names are still
understood as deprecated aliases of the named buttons.
This changes both the input.conf syntax and the MP_MOUSE_BTNx symbols in
the codebase, since I think both would benefit from using names over
numbers, especially since some platforms don't use X11 button numbering
and handle different mouse buttons in different windowing system events.
This also makes the names shorter, since otherwise they would be pretty
long, and it removes the high-numbered MOUSE_BTNx_DBL names, since they
weren't used.
Names are the same as used in Qt:
https://doc.qt.io/qt-5/qt.html#MouseButton-enum
If a VO-area option changes, gl_video_resize() is called
unconditionally. This function does something even if the size does not
change (at least it discards buffered frames for interpolation), which
can lead to stutter when you keep firing option change events during
playback.
Check for an actual resize, and if nothing changes, exit early.
Could cause a crash if anything called ra_get_imgfmt_desc(imgfmt=0). Let
it fail correctly. This can happen if a hwdec backend does not set
hw_subfmt correctly.
This also introduces RA_CAP_GLOBAL_UNIFORM. If this is not set, UBOs
*must* be used for non-bindings. Currently the cap is ignored though,
and the shader_cache *always* generates UBO-using code where it can.
Could be made an option in principle.
Only enabled for drivers new enough to support explicit UBO offsets,
just in case...
No change to performance, which is probably what we expect.
This no longer concerns the API user except in as much as the API user
probably wants to know whether or not PBOs are active, so keep around
the CAP field even though it's mostly useless now.
Both vulkan and opengl distinguish between rendering to an image and
using an image as a storage attachment. So make this an explicit
capability instead of lumping it in with render_dst. (That way we could
support, for example, using an image as a storage attachment without
requiring a framebuffer)
The real reason for this change is that you can directly use the output
FBO as a storage attachment on vulkan but you can't on opengl, which
makes this param structly separate from render_dst.
I don't like the feeling of "reusing" the int binding for this. It
feels... wrong, somehow. I'd prefer to use an explicit "offset" field.
(Plus, I might re-use this for uniform buffers or something)
YMMV
This is needed for HAVE_SSE4_INTRINSICS. config.h used to be included as
a transitive dependency of vf.h, but the include statement was removed
from vf.h in 8f2ccba71b.
Also silence an unused variable warning that was introduced in the same
commit.
Not resetting hwdec_request_reinit caused it to flush on every packet,
which not only caused it to fail triggering the actual fallback, and let
it never decode a new frame, but also to get stuck on EOF.
This removes all GPL only code from it, and that's the whole purpose.
Also happens to be much simpler.
The "deinterlace" option still sort of exists, but only as runtime
changeable option. The main change in behavior is that the property will
not report back the actual deint state. Or in other words, if inserting
or initializing the filter fails, the deinterlace property will still
return "yes". This is in line with most recent behavior changes to
properties and options.
I really wouldn't care much about this, but some parts of the core code
are under HAVE_GPL, so there's some need to get rid of it. Simply turn
the video equalizer from its current fine-grained handling with vf/vo
fallbacks into global options. This makes updating them much simpler.
This removes any possibility of applying video equalizers in filters,
which affects vf_scale, and the previously removed vf_eq. Not a big
loss, since the preferred VOs have this builtin.
Remove video equalizer handling from vo_direct3d, vo_sdl, vo_vaapi, and
vo_xv. I'm not going to waste my time on these legacy VOs.
vo.eq_opts_cache exists _only_ to send a VOCTRL_SET_EQUALIZER, which
exists _only_ to trigger a redraw. This seems silly, but for now I feel
like this is less of a pain. The rest of the equalizer using code is
self-updating.
See commit 96b906a51d for how some video equalizer code was GPL only.
Some command line option names and ranges can probably be traced back to
a GPL only committer, but we don't consider these copyrightable.
Both the video equalizer command/option glue, which drives this filter,
as well as the filter itself are slightly GPL contaminated. So it goes.
After this commit, "--vf=eq" will actually use libavfilter's vf_eq (if
FFmpeg was compiled in GPL mode), but it has different options and will
not listen to the equalizer VOCTRLs.
So far, we had a thread-safe way to read options, but no option update
notification mechanism. Everything was funneled though the main thread's
central mp_option_change_callback() function. For example, if the
panscan options were changed, the function called vo_control() with
VOCTRL_SET_PANSCAN to manually notify the VO thread of updates. This
worked, but's pretty inconvenient. Most of these problems come from the
fact that MPlayer was written as a single-threaded program.
This commit works towards a more flexible mechanism. It adds an update
callback to m_config_cache (the thing that is already used for
thread-safe access of global options).
This alone would still be rather inconvenient, at least in context of
VOs. Add another mechanism on top of it that uses mp_dispatch_queue, and
takes care of some annoying synchronization issues. We extend
mp_dispatch_queue itself to make this easier and slightly more
efficient.
As a first application, use this to reimplement certain VO scaling and
renderer options. The update_opts() function translates these to the
"old" VOCTRLs, though.
An annoyingly subtle issue is that m_config_cache's destructor now
releases pending notifications, and must be released before the
associated dispatch queue. Otherwise, it could happen that option
updates during e.g. VO destruction queue or run stale entries, which is
not expected.
Rather untested. The singly-linked list code in dispatch.c is probably
buggy, and I bet some aspects about synchronization are not entirely
sane.
Also refactors the usage of tex_upload to make ra_tex_upload_pbo a
RA-internal thing again.
ra_buf_pool has the main advantage of being dynamically sized depending
on buf_poll, so for OpenGL we'll end up only using one buffer (when not
persistently mapping) - while for vulkan we'll use as many as necessary,
which depends on the swapchain depth anyway.
This adds handling of spherical video metadata: retrieving it from
demux_lavf and demux_mkv, passing it through filters, and adjusting it
with vf_format. This does not include support for rendering this type of
video.
We don't expect we need/want to support the other projection types like
cube maps, so we don't include that for now. They can be added later as
needed.
Also raise the maximum sizes of stringified image params, since they
can get really long.
This broke screensaver/powersave inhibition with at least KDE and
LXDE. This is a release blocker.
Since fdo, KDE and GNOME idiots seem to be unable to reach
a consensus on a simple protocol, this seems unlikely to get
fixed upstream this year, so revert this change.
Fixes#4752.
Breaks #4706 but I don’t give a damn.
This reverts commit 3f75b3c343.
- tex_uploads args are moved to a struct
- the ability to directly upload texture data without going through a
buffer is made explicit
- the concept of buffer updates and buffer polling is made more explicit
and generalized to buf_update as well (not just mapped buffers)
- the ability to call tex_upload/buf_update on a tex/buf is made
explicit during tex/buf creation
- uploading from buffers now uses an explicit offset instead of
implicitly comparing *src against buf->data, because not all buffers
may actually be persistently mapped
- the initial_data = immutable requirement is dropped. (May be re-added
later for D3D11 if that ever becomes a thing)
This change helps the vulkan abstraction immensely and also helps move
common code (like the PBO pooling) out of ra_gl and into the
opengl/utils.c
This also technically has the side-benefit / side-constraint of using
PBOs for OSD texture uploads as well, which actually seems to help
performance on machines where --opengl-pbo is faster than the naive code
path. Because of this, I decided to hook up the OSD code to the
opengl-pbo option as well.
One drawback of this refactor is that the GL_STREAM_COPY hack for
texture uploads "got lost", but I think I'm happy with that going away
anyway since DR almost fully deprecates it, and it's not the "right
thing" anyway - but instead an nvidia-only hack to make this stuff work
somewhat better on NUMA systems with discrete GPUs.
Another change is that due to the way fencing works with ra_buf (we get
one fence per ra_buf per upload) we have to use multiple ra_bufs instead
of offsets into a shared buffer. But for OpenGL this is probably better
anyway. It's possible that in future, we could support having
independent “buffer slices” (each with their own fence/sync object), but
this would be an optimization more than anything. I also think that we
could address the underlying problem (memory closeness) differently by
making the ra_vk memory allocator smart enough to chunk together
allocations under the hood.
Instead of merging it into render_dst. This is better for vulkan,
because blitting in vulkan both does not require a FBO *and* requires a
different image layout.
Also less "hacky" for OpenGL, since now the weird blit=FBO requirement
is an implementation detail of ra_gl
This extracts non-ANGLE specific code to d3d11_helpers.c, which is
modeled after egl_helpers.c. Currently the only consumer is
context_angle.c, but in future this may allow the D3D11 device and
swapchain creation logic to be reused in other backends.
Also includes small improvements to D3D11 device creation. It is now
possible to create feature level 11_1 devices (though ANGLE does not
support these,) and BGRA swapchains, which might be slightly more
efficient than ARGB, since its the same format used by the compositor.
This is for legacy GL: if VAOs are not available, the helper has to
specify vertex attributes again on every rendering. gl_vao_init() keeps
the vertex array for this purpose. Unfortunately, a temporary argument
was passed to the function, instead of the permanent copy.
Also, it didn't use num_entries (instead expected the array being
terminated by a {0} entry). Fix that source code indentation too.
These are useless and shouldn't be confused with normal RGB formats.
Replace the earlier hack checking the format name with a proper check.
(Not sure when this flag was added. Libav won't have it anyway, but also
no bayer formats.)
In commit c6fafbffac we accidentally set the logical texture size to
the cropped video size, which is not correct. This caused rendering
artifacts in some cases.
Use the video surfaces size instead. Since the current mp_image_params
contains the cropped size only, wrapper texture creation has to be moved
to the _map function. Move the same code for the mixer case (strictly
speaking this is not needed, but seems more symmetric).
(Also there is no need to clear gl_textures on uninit - leftover from
the old hwdec mapper API. So we just drop that part.)
Fixes#4760.
Retrieve the depth for each component and internal texture format
separately. Only for 8 bit per component textures we assume that all
bits are used (or else we would in my opinion create too many probe
textures).
Assuming 8 bit components are always correct also fixes operation in
GLES3, where we assumed that each component had -1 bits depth, and this
all UNORM formats were considered unusable. On GLES, the function to
check the real bit depth is not available. Since GLES has no 16 bit
UNORM textures at all, except with the MPGL_CAP_EXT16 extension, just
drop the special condition for it. (Of course GLES still manages to
introduce a funny special case by allowing GL_LUMINANCE , but not
defining GL_TEXTURE_LUMINANCE_SIZE.)
Should fix#4749.
Runtime untested, because I get this:
[vo/rpi] Could not get DISPMANX objects.
This happened even when building older git versions, and on a RPI image
that hasn't changed in the recent years. I don't know how to make this
POS work again, so I guess if there's a bug in the new code, it will
remain broken.
This does two separate rather intrusive things:
1. Make the hwdec context (which does initialization, provides the
device to the decoder, and other basic state) and frame mapping
(getting textures from a mp_image) separate. This is more
flexible, and you could map multiple images at once. It will
help removing some hwdec special-casing from video.c.
2. Switch all hwdec API use to ra. Of course all code is still
GL specific, but in theory it would be possible to support other
backends. The most important change is that the hwdec interop
returns ra objects, instead of anything GL specific. This removes
the last dependency on GL-specific header files from video.c.
I'm mixing these separate changes because both requires essentially
rewriting all the glue code, so better do them at once. For the same
reason, this change isn't done incrementally.
hwdec_ios.m is untested, since I can't test it. Apart from superficial
mistakes, this also requires dealing with Apple's texture format
fuckups: they force you to use GL_LUMINANCE[_ALPHA] instead of GL_RED
and GL_RG. We also need to report the correct format via ra_tex to
the renderer, which is done by find_la_variant(). It's unknown whether
this works correctly.
hwdec_rpi.c as well as vo_rpi.c are still broken. (I need to pull my
RPI out of a dusty pile of devices and cables, so, later.)
Apparently this was broken by the "ctx->hwdec" check in the if condition
guarding the destroy call, and "ctx->hwdec = NULL;" was moved up
earlier, making this always dead code.
This should probably be refcounted or so, although that could make it
worse as well. For now, add a flag whether the device should be
destroyed.
Fixes#4735.
Less flexible than GL_TIMESTAMP but supported by more platforms. This
will mean that nested queries have to be detected and silently omitted,
but oh well. Not much use for them anyway.
Fixes#4721.
This reverts commit 0ce3dce03a.
We actually explicitly add read-only frames in some of the hwaccel code
via mp_image_new_custom_ref(), which sets AV_BUFFER_FLAG_READONLY. It's
probably better to keep it this way.
Fixes#4652 (and some related issues with D3D).
It's an ancient X11 protocol extension that apparently nobody uses
anymore (desktop environments in particular have replaced it with
equally bad protocols that require tons of dependencies). Users keep
complaining about it being a required dependency.
The impact is likely minimal to none.
Fixes#4706 and other annoying people.
Generic description of pixel formats is hard. In this case, the Apple
special format for packed YUV could have been interpreted as a RGB
format with funny packing.
Move multiple GL-specific things from the renderer to other places like
vo_opengl.c, vo_opengl_cb.c, and ra_gl.c.
The vp_w/vp_h parameters to gl_video_resize() make no sense anymore, and
are implicitly part of struct fbodst.
Checking the main framebuffer depth is moved to vo_opengl.c. For
vo_opengl_cb.c it always assumes 8. The API user now has to override
this manually. The previous heuristic didn't make much sense anyway.
The only remaining dependency on GL is the hwdec stuff, which is harder
to change.
Completely unnecessary, we can just update the uniforms immediately
after creating the program. In theory, for GLSL 4.20+, we could even
skip this, but oh well.
The vp_w/vp_h variables and parameters were not really used anymore
(they were redundant with ra_tex w/h) - but vp_h was still used to
identify whether rendering should be done mirrored.
Simplify this by adding a fbodst struct (some bad naming), which
contains the render target texture, and some parameters how it should be
rendered to (for now only flipping). It would not be appropriate to make
this a member of ra_tex, so it's a separate struct.
Introduces a weird regression for the first frame rendered after
interpolation is toggled at runtime, but seems to work otherwise. This
is possibly due to the change that blit() now mirrors, instead of just
copying. (This is also why ra_fns.blit is changed.)
Fixes#4719.
When using dumb mode, we can actually redraw a frame without uploading
it. Marking this as fresh as well results in unpredictable pass
behavior, which is confusing and makes debugging harder. So mark it as a
redraw instead, in that case.
Since the GL *gl is no longer needed for the timers, we can get rid of
the sc->gl dependency. This requires moving a utility function (which is
not GL-specific anyway) out of gl_utils.h and into utils.h
In the past, this always measured the per-shader execution times of the
individual OSD parts, which was thrown off because the shader was reused
anyway. (And apparently recording the OSD shader execution times was
removed completely, probably because of them being so unrealiably
anyway)
Since ra_timer no longer has the restriction of not allowing timers to
run concurrently, we can just wrap the entire OSD block inside a single
osd_timer now, and record that. (Technically, this can still be off when
using --blend-subtitles=video/yes and showing a full-screen OSD at the
same time. Maybe this can be done better?)
In order to prevent code duplication and keep the ra abstraction as
small as possible, `ra` only implements the actual timer queries,
it does not do pooling/averaging of the results. This is instead moved
to a ra-neutral struct timer_pool in utils.c.
This code is pretty much for the sake of vo_opengl_cb API users. It
resets certain state that either the user or our code doesn't reset
correctly. This is somewhat outdated. With GL implicit state being
so awfully large, it seems more reasonable require that any code
restores the default state when returning to the caller. Some
exceptions are defined in opengl_cb.h.
Now all GL-specifics of shader compilation are abstracted through ra.
Of course we still have everything hardcoded to GLSL - that isn't going
to change.
Some things will probably change later - in particular, the way we pass
uniforms and textures to the shader. Currently, there is a confusing
mismatch between "primitive" uniforms like floats, and others like
textures.
Also, SSBOs are not abstracted yet.
Instead of having a mutable ra_tex field (and the only one), move the
flag to struct ra, since we have only 2 tex_upload user calls anyway,
and both want the same PBO behavior. (At first I considered making it
a RA_TEX_UPLOAD_ flag, but why bother. PBOs are a terribly GL-specific
thing, so we can't expect a reasonable abstraction of it anyway.)
This requires a silly extension to ra_fns.tex_upload: since the OSD
texture can be much larger than the actual OSD image data to upload, a
mechanism for uploading only to a small part of the texture is needed.
Otherwise, we'd have to realloc/copy the data, just to pad it, and then
pay for uploading the padding too.
The RA_TEX_UPLOAD_DISCARD flag is not interpreted by GL (not sure how
you'd tell GL about this), but it clarifies the API and might be
helpful if we support other backend APIs in the future.
Actually GL-specific parts go into gl_utils.c/h, the shader cache
(gl_sc*) into shader_cache.c/h.
No semantic changes of any kind, except that the VAO helper is made
public again as part of gl_utils.c (all while the goal for gl_utils.c
itself is to be included by GL-specific code).
Another "small" step towards removing GL dependencies from the renderer.
This commit generally passes ra_tex objects instead of GL FBO integer
IDs to various rendering functions. video.c still manually binds the
FBOs when calling shaders.
This also happens to fix a memory leak with output_fbo.
Further work removing GL dependencies from the actual video renderer,
and moving them into ra backends.
Use of glInvalidateFramebuffer() falls away. I'd like to keep this, but
it's better to readd it once shader runs are in ra.
This was attempted before in fc9695e63b, but it was reverted in
1b7ce759b1 because it caused conflicts with other software watching
the same keys (See #2041.) It seems like some PCs ship with OEM software
that watches the volume keys without consuming key events and this
causes them to be handled twice, once by mpv and once by the other
software.
In order to prevent conflicts like this, use the WM_APPCOMMAND message
to handle media keys. Returning TRUE from the WM_APPCOMMAND handler
should indicate to the operating system that we consumed the key event
and it should not be propogated to the shell. Also, we now only listen
for keys that are directly related to multimedia playback (eg. the
APPCOMMAND_MEDIA_* keys.) Keys like APPCOMMAND_VOLUME_* are ignored, so
they can be handled by the shell, or by other mixer software.
This currently only works when using lcms-based color management
(--icc-profile-*).
In principle, we could also support using lcms even when the user has
not specified an ICC profile, by generating the profile against a fixed
reference (--target-prim/--target-trc) instead. I still might do that
some day, simply because 3dlut provides a higher quality conversion than
our simple gamut mapping does for stuff like BT.2020, and also because
it's now needed to enable embedded ICC profiles. But that would be a
separate change, so preserve the status quo for now.
(Besides, my opinion is still that you should be using an ICC profile if
you care about colors being accurate _at all_)
Since these need to be refcounted, we throw them directly into struct
mp_image instead of being part of mp_colorspace. Even though they would
semantically make more sense in mp_colorspace, having them there is
really awkward because mp_colorspace is passed around and stored a lot,
and this way their lifetime is exactly tied to the lifetime of the
mp_image associated with it.
mesa won't pick client storage unless this bit is set, and we
*absolutely* want to be using client storage for our DR PBOs.
Performance is shit on AMD otherwise. (Nvidia always uses client storage
for persistent coherent buffers whether you tell it it or not, probably
because it's way faster and nvidia doesn't trust users to figure that
out on their own)
It makes no sense to have this on an already created buffer.
If anything, the ra backend would have to export this as a global value
(e.g. struct ra field), so that whatever allocates the buffer can
account for the required alignment. Since this code is in vo_opengl.c in
the first place, and since GL doesn't dictate any special alignment
here, it doesn't make sense in the first place to export this. (Maybe
something like this will be required later.)
Breaks on mesa for whatever reason... even though it doesn't generate a
GLSL shader compiler error
Shouldn't make a performance difference for us because we cache `pos`
anyway, and most compute shaders will probably cache all of their
samples to shmem. Might have to re-visit this when we have an actual use
case for repeated sampling inside CS though. (RAVU + anti-ringing is a
possible candidate for that)
Or less appropriate, as some would argue. The new name is short for
"Apple YUV packed".
(This format is needed only for hardware decoding on rather old Apple
hardware, and a very annoying special case.)
This broke float textures, which were actually used by some shaders.
There were probably some other bugs as well.
Lots of code can be avoided by using ra_tex_params directly, so do that.
The main change is that COMPONENT/FORMAT are replaced by a single FORMAT
directive, which takes different parameters now. Due to the mess with
16/32 bit float textures, and because we want to support other APIs than
just GL in the future, it's not really clear how this should be handled,
and the nice component/type separation makes things actually harder. So
just jump the gun and use the ra_format.name names, which were
originally meant mostly for debugging. (This is probably something that
will be regretted later.)
Still only superficially tested, but seems to work.
Fixes#4708.
Since this code was already written for HDR, and is now per-channel
(because it works better for HDR as well), we can actually reuse this to
get very high quality gamut mapping without clipping. The only required
change is to move the tone mapping from before the gamut map to after
the gamut map. Additonally, we need to also account for changes in the
signal range as a result of applying the CMS when we compute ref_peak,
which is fortunately pretty easy because we only need to consider the
case of primaries mapping to themselves.
Since `HDR` no longer really makes sense as a label, rename it to
`--tone-mapping` in general. Also fits better with
`--tone-mapping-desat` etc.
Arguably we could also rename `--hdr-compute-peak`, but that option is
basically only useful for HDR content anyway because we don't need
information about the signal range for gamut mapping.
This (finally!) gives us reasonably high quality gamut mapping even in
the absence of an ICC profile / 3DLUT.
Huge thanks to @rusxg for finding this solution, which was previously
believed not to exist. Of course, we still don't actually need it, but I
don't want to leave this half-implemented in case somebody does in the
future.
So far, switching between integrated and discrete GPU would cause the
kernel to kill mpv due to an indecipherable buffer error. The technical
note TN2229 from Apple recommends to enable OpenGL Offline Renderers for
every Mac with more GPUs than displays to handle the switch between GPU.
By ordering the array from the least commonly rejected to the most,
we can sequentially remove PixelFormat attributes to fit the host.
Fixes#2371
we need to switch the x and y deltas when Shift is being held because
macOS switches them around. otherwise we would get a horizontal scroll
on a vertical one and vice versa.
additional we switch from deltaX/Y to scrollingDeltaX/Y since the Apple
docs suggest it's the preferred way now. in my tests both reported the
same values on imprecise scrolls though.
Also add some more helpers.
Fix the broken math.h include statement.
utils.c uses ra_gl.h internals, which it shouldn't, and which will be
removed again as soon as this code gets converted to ra fully.
The dither texture data is created as a float array, but uploaded to a
texture with GL_R16 as internal format. We relied on GL to do the
conversion from float to uint16_t. Not all GL variants even support
this: GLES does not provide this conversion (one of the reasons why this
code has a float16 code path). Also, ra is not going to do this. So just
convert on the fly.
Still keep the float16 texture format fallback, because not all GLES
implementations provide GL_R16.
There is some possibility that we'll need to provide some kind of upload
conversion anyway for float->float16. We still rely on GL doing this
implicitly, and all GL variants support it, but with RA there might be
the need for explicit conversion. Even then, it might be best to reduce
the number of conversion cases. I'll worry about this later.
Format handling via ra_* was added earlier, but the format negotiation
part was forgotten.
Actually move some aspects of it to ra_get_imgfmt_desc(). Also make sure
the unorm and float formats selected by the common format lookup
functions are linear filterable. (For OpenGL, this is implicitly
guaranteed, so it wasn't done before.) Whether these assumptions should
be checked/enforced in the ra code at all is a bit fuzzy, but with ra
being helper code only for the actual video renderer, it's probably
justified.
Parsing the texture data as raw strings makes the textures the most
portable and self-contained. In order to facilitate different types of
shaders, the parse_user_shader interaction has been changed to instead
have it loop through blocks and call the passed functions for each valid
block parsed. This is more modular and also cleaner, with better code
separation.
Closes#4586.
- Each struct tex_hook now stores multiple hooks, this allows us to
avoid the awkward way of the current code has to add the same pass
multiple times.
- As a consequence, SHADER_MAX_HOOKS was split up into SHADER_MAX_PASSES
(number of tex_hooks) and SHADER_MAX_HOOKS (number of hooked textures
per tex_hook), and both numbers decreased correspondingly.
- Instead of having a weird free() callback, we can just leverage
talloc's recursive free behavior. The only user is the user shaders code
anyway.
This actually makes sure we don't decolor due to clipping even when the
signal itself exceeds the luma by a significant factor, which was pretty
common for saturated blues (and to a lesser degree, reds) - most
noticeable in skies etc.
This prevents the turn-the-sky-cyan effect of mobius tone mapping, and
should also improve the other tone mapping modes in quality.
This starts work on moving OpenGL-specific code out of the general
renderer code, so that we can support other other GPU APIs. This is in
a very early stage and it's only a proof of concept. It's unknown
whether this will succeed or result in other backends.
For now, the GL rendering API ("ra") and its only provider (ra_gl) does
texture creation/upload/destruction only. And it's used for the main
video texture only. All other code is still hardcoded to GL.
There is some duplication with ra_format and gl_format handling. In the
end, only the ra variants will be needed (plus the gl_format table of
course). For now, this is simpler, because for some reason lots of hwdec
code still requires the GL variants, and would have to be updated to
use the ra ones.
Currently, the video.c code accesses private ra_gl fields. In the end,
it should not do that of course, and it would not include ra_gl.h.
Probably adds bugs, but you can keep them.
The radius check was not strict enough, especially not for all
platforms. To fix this, actually check the hardware capabilities instead
of relying on a hard-coded maximum radius.
The textures not having an FBO actually caused regressions when trying
to render the subtitles on top of this texture (--blend-subtitles),
which still relied on an FBO.
So just kill off the logic entirely. Why worry about a single FBO wasted
when we're allocating like 10 anyway.
Fixes#4657.
According to the OpenGL spec, atomic access to SSBO variables is *not*
guaranteed to be coherent, even when reusing the same SSBO attached to
the same shader across different frames. So we actually need a
glMemoryBarrier here, at least in theory.
This bug slipped past my attention because nvidia ignores memory
barriers, but this is not necessarily always the case. Since
image_load_store is incoherent (specifically, writing to images from
compute shaders is incoherent) we need to insert a memory barrier to
make it coherent again. Since we only care about texture fetches, that's
the only barrier we need.
Two changes, compounded into one since they affect the same logic:
1. Never use linearization for HDR downscaling
2. Always use linearization for interpolation
Instead of fixing p->use_linear at the beginning of pass_render_frame,
we flip it on "dynamically" as needed. I plan on killing this
p->use_linear frame (along with other per-pass metadata) and moving them
into their own struct for tracking the "current" state of the video, but
that's a separate/upcoming refactor.
As a small bonus, reduce some code duplication in the interpolation
logic.
Fixes#4631
Mesa 17.1 supports compute shader but not full specs of OpenGL 4.3.
Change the code to detect OpenGL extension "GL_ARB_compute_shader"
rather than OpenGL version 4.3.
HDR peak detection requires SSBO, and polar scaler requires 2D array
extension. Add these extensions as requirement as well.
This performs almost 50% faster on my machine (!!), from 4650μs down to
about 3176μs for ewa_lanczossharp.
It's possible we could use a similar approach to speed up the separable
scalers, although with vastly simpler code. For separable scalers we'd
also have the additional huge benefit of only needing padding in one
direction, so we could potentially use a big 256x1 kernel or something
to essentially compute an entire row at once.
This is done via compute shaders. As a consequence, the tone mapping
algorithms had to be rewritten to compute their known constants in GLSL
(ahead of time), instead of doing it once. Didn't affect performance.
Using shmem/SSBO atomics in this way is extremely fast on nvidia, but it
might be slow on other platforms. Needs testing.
Unfortunately, setting up the SSBO still requires OpenGL calls, which
means I can't have it in video_shaders.c, where it belongs. But I'll
defer worrying about that until the backend refactor, since then I'll be
breaking up the video/video_shaders structure anyway.
These can either be invoked as dispatch_compute to do a single
computation, or finish_pass_fbo (after setting compute_size_minimum) to
render to a new texture using a compute shader. To make this stuff all
work transparently, we try really, really hard to make compute shaders
as identical to fragment shaders as possible in their behavior.
Don't use FBOTEX_FUZZY where the FBO is sized according to
p->texture_w/h, since this changes infrequently (and when it does, we
need to reset everything anyway). No real reason to make this change
other than that it possibly prevents nasty surprises in the future, so I
feel more comfortable about it.
Seems like I really like this C99 idiom. No reason not to generalize it
do snprintf(). Introduce mp_tprintf(), which basically this idiom to
snprintf(). This macro looks like it returns a string that was allocated
with alloca() on the caller site, except it's portable C99/C11. (And
unlike alloca(), the result is valid only within block scope.)
Use it in 2 places in the vo_opengl code. But it has the potential to
make a whole bunch of weird looking code look slightly nicer.
Can be enabled via --vd-lavc-dr=yes. See manpage additions for what it
does.
This reminds of the MPlayer -dr flag, but the implementation is
completely different. It's the same basic concept: letting the decoder
render into a GPU buffer to avoid a copy. Unlike MPlayer, this doesn't
try to go through filters (libavfilter doesn't support this anyway).
Unless a filter can work in-place, DR will be silently disabled. MPlayer
had very complex semantics about buffer types and management (which
apparently nobody ever understood) and weird restrictions that mostly
limited it to mpeg2 style codecs. The mpv code does not do any of this,
and just lets the decoder allocate an arbitrary number of untyped
images. (No MPlayer code was used.)
Parts of the code based on work by atomnuker (starting point for the
generic code) and haasn (some GL definitions, some basic PBO code, and
correct fencing).
Refactor the image allocation code, and expose part of it as helper
code. This aims towards allowing callers to easily allocate mp_image
references from custom-allocated linear buffers. This is exposing only
as much as what should be actually required.
Remove the feature of adding read-only frames to mp_image_pool_add().
This makes no sense, because an image pool is an allocator, and must
always return writable images. Also check these assumptions earlier.
In addition to using the new VAO mechanism introduced in the previous
commit, this tries to keep the OSD code self-contained. This doesn't
work all too well (because of the pass and CMS stuff), but it's still
better than before.
This removes VAO handling from video.c. Instead the shader cache will
create the VAO as needed. The consequence is that this creates a VAO
per shader, which might be a bit wasteful, but doesn't matter anyway.
Reduce this to 1 draw call per OSD pass. This removes the need for some
annoying special handling regarding 3D video support (we supported
duplicating the OSD/subtitles for side-by-side 3D output etc.).
Remove the unneeded texture sampler uniform thing.
Remove this code because it could be argued that it contains GPL-only
code (see commit 642e963c86 for details).
The remaining aspect methods appear to work just as well, are
potentially more compatible to other players, and the code becomes much
simpler.
These are apparently expensive on some drivers which are not smart
enough to turn x/42 into x*1.0/42. So, do it for them.
My great test framework says it's okay
Performance seems pretty much unchanged but I no longer get nasty spikes
on NUMA systems, probably because glBufferSubData runs in the driver or
something.
As a simplification of the code, we also just size the PBO to always
have the full size, even for cropped textures. This seems slower but not
by relevant amounts, and only affects e.g. --vf=crop. It also slightly
increases VRAM usage for textures with big strides.
This new code path is especially nice because it no longer depends on
GL_ARB_map_buffer_range, and no longer uses any functions that can
possibly fail, thus simplifying control flow and seemingly deprecating
the manpage's claim about possible image corruption.
In theory we could also reduce NUM_PBO_BUFFERS since it doesn't seem
like we're streaming uploads anyway, but leave it in there just in
case some drivers disagree...
This API isn't deprecated (yet?), but it's still inferior and harder to
use than avcodec_free_context().
Leave the call only in 1 case in af_lavcac3enc.c, where we apparently
seriously close and reopen the encoder for whatever reason.
STREAM is better than DYNAMIC because we're only using it once per
frame. As for COPY vs DRAW, that was pretty much incorrect to begin with
- but surprisngly, COPY is actually faster (sometimes significantly so,
e.g. on my NUMA system).
After testing, the best I can gather is that it has to do with the fact
that COPY requires fewer redundant memcpy()s, and also 3x reduce RAM
bandwidth (in theory).
Anyway, that bit shouldn't introduce any regressions, it's just a
documentation update. Maybe I'll change my mind about the comment again
the future, it's really hard to tell. Vulkan, please save us!
Instead of allocating three PBOs and cycling through them, we allocate
one PBO that's three times as large, and cycle through the subregion
offsets.
This results in arguably simpler code and faster initialization
performance. Especially for 4K textures, initializing PBOs can take
quite some time (e.g. 180ms -> 110ms). For 1080p, it's more like 66ms ->
52ms for me.
The alignment to 4096 is completely unnecessary by spec, but we do it
anyway just for peace of mind.
This is unnecessary to call from gl_video_resize, because the hooks only
(possibly) change when the actual vo_opengl options change. This used to
be required back when mpv still had prescaling built in, but since that
was all moved to user shaders and the code removed, this is a left-over
artifact.
The renderer code doesn't list a fixed set of supported formats, but
supports anything that is described by AVPixFmtDescriptor and follows a
number of constraints.
Plane order is not included in those constraints. This means the planes
could be in random order, rather than what the vo_opengl renderer
happens to assume. For example, it assumes that the 4th plane is alpha,
even though alpha could be on any plane. Likewise it assumes that plane
0 was always luma, and planes 2/3 chroma. (In earlier iterations of
format support, this was guaranteed by MP_IMGFLAG_YUV_P, but this is not
used anymore.)
Explicitly set the plane semantics (enum plane_type) by the component
descriptors and the used colorspace. The behavior should mostly not
change, but it's less likely to break when FFmpeg adds new pixel
formats.
With some newer ANGLE builds, mapping can fail with "Failed to create
EGL surface" during playback. The reason is unknown, and it might just
be an ANGLE bug. Probe whether it works at init time to avoid the
problem.