VDA is being deprecated in OS X 10.11 so this is needed to keep hwdec working.
The code needs libavcodec support which was added recently (to FFmpeg git,
libav doesn't support it).
Signed-off-by: Stefano Pigozzi <stefano.pigozzi@gmail.com>
Pretty stupid: vo_get_vsync_interval() returns a negative value if the
display FPS is unknown (e.g. xrandr not compiled), and the comparison
whether the value is below 0 fails later because it's assigned to an
unsigned int.
Regression since commit e3d85ad4.
Also, fix some comments in vo.c.
When full_redraw is set, we always need to take the draw_image path. If
it's not set, we can try VOCTRL_REDRAW_FRAME (and fallback to draw_image
if that fails).
Fixes#2184.
If the framedrop count happens to be incremented with
vo_increment_drop_count() during rendering, these increments were
counted twice, because these events also set in->dropped_frame.
Revert "win32: more wchar_t -> WCHAR replacements"
Revert "win32: replace wchar_t with WCHAR"
Doing a "partial" port of this makes no sense anymore from my
perspective. Revert the changes, as they're confusing without
context, maintenance, and progress. These changes were a bit
premature anyway, and might actually cause other issues
(locale neutrality etc. as it was pointed out).
This was essentially missing from commit 0b52ac8a.
Since L"..." string literals have the type wchar_t[], we can't use them
for UTF-16 strings. Use C11 u"..." string literals instead. These have
the type char16_t[], but we simply assume char16_t is the same
underlying type as WCHAR. In practice, they're both unsigned short.
For this reason use -std=c11 on Windows. Since Windows is a "special"
environment (we require either MinGW or Cygwin), we don't need to worry
too much about compiler compatibility.
A user complains that it leads to the dxva driver failing, leading to
messages like this:
[ffmpeg/video] h264: Failed to execute: 0x8007000e
[ffmpeg/video] h264: hardware accelerator failed to decode picture
Reportedly, this happens only with vo_direct3d, not with vo_opengl. The
only difference is that vo_direct3d attempts to share the D3D device
with the decoder. Possibly the error is that the device in the VO is not
created with D3DCREATE_MULTITHREADED. Change this.
Probably fixes#2178.
WCHAR is more portable. While at least MinGW, Cygwin, and MSVC actually
use 16 bit wchar_t, Midipix will have 32 bit wchar_t. In that context,
using WCHAR instead is more portable.
This affects only non-MinGW parts, so not all uses of wchar_t need to
be changed. For example, terminal-win.c won't be used on Midipix at
all. (Most of io.c won't either, so the search & replace here is more
than necessary, but also not harmful.)
(Midipix is not useable yet, so this is just preparation.)
Instead of special-casing hwdec in the place where the video textures
are used, just set the textures in the image upload function. The
renderer code doesn't need to know whether hwdec interop is used at all.
This detected whether an OpenGL context still provided legacy OpenGL if
the OpenGL version is modern (>= 3.0). This was actually only needed for
vo_opengl_old, because it relied on legacy functions. Since it's gone,
this code isn't needed either.
(Also, the removed comment about OpenGL 3.0 was wrong: you could just
query GL_CONTEXT_FLAGS and see if the forward compatible bit was set.)
This reverts commit fb8d158366.
Reallocating the FBOs on every resize is very slow. It affects resizing
the window, as well as changing the video size itself with e.g.
panscan. Since the original change was done based on a single user
complaint, but the change itself caused a lot of complaints, we decided
to just revert it.
Instead of calling it "future frames" and adding or subtracting 1 from
it, always call it "requested frames". This simplifies it a bit.
MPContext.next_frames had 2 added to it; this was mainly to ensure a
minimum size of 2. Drop it and assume VO_MAX_REQ_FRAMES is at least 2;
together with the other changes, this can be the exact size of the
array.
I still have no idea why this is needed, maybe some weird off-by-one
in some shitty driver? Either way, the difference for a working setup
shouldn't be too major, the most noticeable effect would be somewhat worse
performance when resizing the video during playback with interpolation
enabled using the mouse.
That's a specific enough side effect for me to not care as much about it.
Fixes#1814.
There are some situations when redrawing is requested, but the current
frame was deleted. This could happen when switching e.g. hw decoding
mid-stream.
Separate uploading/drawing and fix the condition.
Just avoid some code duplication. Also, gl_video_set_options() having a
queue size output parameter is weird at best. While I don't appreciate
that this commit suddenly requires gl_video.c to deal with vo.c directly
in a special case, it's simply the best place to put this function.
The VO will be provided with future frames even if the format changes
mid-stream. This caused a crash if these frames were actually used (i.e.
interpolation mode was enabled).
Fixes a crash when deinterlacing is toggled during playback, and the
deinterlacer changes the stream format (as it can happen e.g. if the
decoder outputs nv12, which in turn happens with hw decoding).
(On a side note, future frames are always non-NULL. Also, the current
frame is of course always in the correct format.)
Outputting the detected OpenGL features was useless and redundant with
the extension loading output.
Also, remove MPGL_CAP_3D_TEX from OpenGL(ES) 3.0. This block didn't
include the glTexImage3D function, so that was pointless and couldn't
have worked. The OpenGL 2.1 block does it correctly.
VDPAU has explicit support for rotating surfaces, and it is far less
expensive than using the normal rotation filter (which would require
reading video frames back into system memory), it is desirable to
implement the VO rotation capability.
To do this, we need to render the video frames to an output surface,
without rotation, and then render from that surface to the final
output surface to apply the rotation. It is important that the
intermediate surface is the same size as the final one (only not
rotated) so that hqscaling can be applied if requested by the user.
(hqscaling is a mixer capability and so takes effect when the video
surface is rendered to an output surface)
Finally, we must remember to explicitly clear the final output
surface as VDPAU only auto-clears output surfaces when rendering video
surfaces.
Drop libva versions below 0.34.0. These are ancient, so I don't care.
Drop the vo_vaapi deinterlacer as well. With 0.34.0, VPP is always
available, and deinterlacing is done with vf_vavpp.
The vaCreateSurfaces() function changes its signature - actually it did
in 0.34.0 or so, and the <va/va_compat.h> defined a macro to make it use
the old signature.
See manpage additions. This is mainly useful for vo_opengl_cb, but can
also be applied to vo_opengl.
On a side note, gl_hwdec_load_api() should stop using a name string, and
instead always use the IDs. This should be cleaned up another time.
This caused issues with hardware decoding. The VOs by definition dictate
the lifetime of the hardware context, so no surface allocations must
survive the VO. Fixes assertions on exit with vdpau.
This is basically a hack for drivers which prevent the mpv DXVA2 decoder
glue from working if OpenGL is in fullscreen mode.
Since it doesn't add any "hard" new API to the client API, some of the
code would be required for a true zero-copy hw decoding pipeline, and
sine it isn't too much code after all, this is probably acceptable.
When seeking to a different position, and seeking takes long, the OSD
might get redrawn. This means that the VO will receive a request to
redraw an old frame using whatever the previous PTS was. This breaks the
interpolation logic: the old frame will be added to the queue, and then
the next frames (with lower PTS if you seeked backwards) are not drawn
as the logic assumes they're past frames.
Fix this by using the non-interpolation code path when redrawing after a
seek reset, and no "real" frame has been drawn yet.
It's a recent regression caused by the redrawing code simplification.
The old code simply sent a VOCTRL for redrawing the frame, and the VO
had to deal with retaining the old frame on its own.
This is a hack as in there's probably a better solution.
Fixes#2097.
Less code, and avoids a black flash on start.
In theory it could happen that we map the window, and then don't have a
frame to draw - but mapping the window is done in the exact moment we
have a new frame to display.
This is not the most theoretically perfect solution, ideally we could
check to see if the frame in question has already been rendered
somewhere in the queue and then avoid re-rendering it, at the cost of a
few extra lines of code. But I don't think the performance trade-off is
dramatic enough here.
draw_image_timed is renamed to draw_frame. struct frame_timing is
renamed to vo_frame. flip_page_timed is merged into draw_frame (the
additional parameters are part of struct vo_frame). draw_frame also
deprecates VOCTRL_REDRAW_FRAME, and replaces it with a method that
works for both VOs which can cache the current frame, and VOs which
need to redraw it anyway.
This is preparation to making the interpolation and (work in progress)
display sync code saner.
Lots of other refactoring, and also some simplifications.