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Commit Graph

1969 Commits

Author SHA1 Message Date
wm4
798188cb33 vo_lavc: send refcounted AVFrame to encoder
This potentially makes it more efficient, and actually makes it simpler.

Yes, AV_PICTURE_TYPE_NONE is the default for pict_type.
2016-04-15 15:43:46 +02:00
wm4
b735c0e207 lcms: include math.h
Fixes #3053.
2016-04-15 13:58:41 +02:00
wm4
8c02c92ab9 vo_opengl: rpi: don't include x11 header file
Copy & paste bug.
2016-04-15 09:45:15 +02:00
Niklas Haas
e3e03d0f34 vo_opengl: simplify and improve up scale=oversample
Since what we're doing is a linear blend of the four colors, we can just
do it for free by using GPU sampling.

This requires significantly fewer texture fetches and calculations to
compute the final color, making it much more efficient. The code is also
much shorter and simpler.
2016-04-12 16:26:53 +02:00
wm4
f5ff2656e0 vaapi: determine surface format in decoder, not in renderer
Until now, we have made the assumption that a driver will use only 1
hardware surface format. the format is dictated by the driver (you
don't create surfaces with a specific format - you just pass a
rt_format and get a surface that will be in a specific driver-chosen
format).

In particular, the renderer created a dummy surface to probe the format,
and hoped the decoder would produce the same format. Due to a driver
bug this required a workaround to actually get the same format as the
driver did.

Change this so that the format is determined in the decoder. The format
is then passed down as hw_subfmt, which allows the renderer to configure
itself with the correct format. If the hardware surface changes its
format midstream, the renderer can be reconfigured using the normal
mechanisms.

This calls va_surface_init_subformat() each time after the decoder
returns a surface. Since libavcodec/AVFrame has no concept of sub-
formats, this is unavoidable. It creates and destroys a derived
VAImage, but this shouldn't have any bad performance effects (at
least I didn't notice any measurable effects).

Note that vaDeriveImage() failures are silently ignored as some
drivers (the vdpau wrapper) support neither vaDeriveImage, nor EGL
interop. In addition, we still probe whether we can map an image
in the EGL interop code. This is important as it's the only way
to determine whether EGL interop is supported at all. With respect
to the driver bug mentioned above, it doesn't matter which format
the test surface has.

In vf_vavpp, also remove the rt_format guessing business. I think the
existing logic was a bit meaningless anyway. It's not even a given
that vavpp produces the same rt_format for output.
2016-04-11 22:03:26 +02:00
Rudolf Polzer
160497b8ff encode_lavc: Migrate to codecpar API. 2016-04-11 14:57:20 -04:00
Niklas Haas
b968d779af aspect: rework --video-unscaled
In the past, --video-unscaled also disabled zooming and aspect ratio
corrections. But this didn't make much sense in terms of being a useful
option. The new behavior just sets the initial video size to be
unscaled, but it's still affected by zoom commands and aspect ratio
corrections.

To get the old behavior back, --video-aspect=0 --video-zoom=0 need to be
added as well (in the general case). Most of the time it should not make
a difference though.

Also, there seems to have been some additional dst_rect clamping code
inside src_dst_split_scaling that didn't seem to either be necessary nor
ever get triggered. (The code immediately above it already makes sure to
crop the video if it's larger than the dst_rect)

No idea why it was there, but I just removed it.
2016-04-10 18:29:20 +02:00
wm4
b18bfd0352 aspect: remove useless debug messages
Never needed them. This makes the code slightly more readable.
2016-04-10 16:29:33 +02:00
wm4
87cb2339a6 vo_opengl: improve rotation handling (again)
Apply basic transformations like rotation by 90° and mirroring when
sampling from the source textures. The original idea was making this
part of img_tex.transform, but this didn't work: lots of code plays
tricks on the transform, so manipulating it is not necessarily
transparent, especially when width/height are switched. So add a new
pre_transform field, which is strictly applied before the normal
transform.

This fixes most glitches involved with rotating the image.

Cropping and rotation are now weirdly separated, even though they could
be done in the same step. I think this is not much of a problem, and
has the advantage that changing panscan does not trigger FBO
reallocations (I think...).
2016-04-08 22:21:38 +02:00
wm4
6325bdf197 vo_opengl: log if glGetString(GL_VERSION) returns NULL
Typically happens with some implementations if no context is currrent,
or is otherwise broken. This is particularly relevant to the opengl_cb
API, because the API user will have no other indication what went wrong.
2016-04-08 10:57:21 +02:00
wm4
0812719497 vo_opengl: videotoolbox: use kCVPixelBufferLock_ReadOnly for screenshots
Why not.
2016-04-07 19:55:51 +02:00
wm4
f033481551 videotoolbox: change how videotoolbox format is managed
The underlying intention of this code is to make changing
--videotoolbox-format at runtime work. For this reason, the format can't
just be statically setup, but must be read from the option at runtime.

This means the format is not fixed anymore, and we have to make sure the
renderer is property reinitialized if the format changes. There is
currently no way to trigger reinit on this level, which is why the
mp_image_params.hw_subfmt field was introduced.

One sketchy thing remains: normally, the renderer is supposed to be
involved with VO format negotiation, which would ensure that the VO
can take the format at all. Since the hw_subfmt is not part of this
format negotiation, it's implied the get_vt_fmt() callback only
returns formats supported by the renderer. This is not necessarily
clear because vo_opengl checks this with converted_imgfmt separately.
None of this matters in practice though, because we know all formats
are always supported.

(This still requires somehow triggering decoder reinit to make the
change effective.)
2016-04-07 19:54:58 +02:00
wm4
32a92071b4 vo: don't reset vsync statistics on seeks etc.
The sync-by-display mode relies on using the vsync statistics for
timing. As a consequence discontinuities must be handled somehow. Until
now we have done this by completely resetting these statistics.

This can be somewhat annoying, especially if the GL driver's vsync
timing is not ideal. So after e.g. a seek it could take a second until
it locked back to the proper values.

Change it not to reset all statistics. Some state obviously has to be
reset, because it's a discontinuity. To make it worse, the driver's
vsync behavior will also change on such discontinuities. To compensate,
we discard the timings for the first 2 vsyncs after each discontinuity
(via num_successive_vsyncs). This is probably not fully ideal, and
num_total_vsync_samples handling in particular becomes a bit
questionable.
2016-04-06 22:56:12 +02:00
wm4
796b32c4d7 vo_opengl: fix build breakage 2016-04-06 01:21:16 +02:00
wm4
7a5312e9a6 vo_opengl: minor simplification
It's the same functionally.
2016-04-05 20:58:22 +02:00
wm4
afd685490d vo_opengl: fix nnedi + rectangle textures
Shader compilation error due to incompatible samplers.
2016-04-05 20:57:02 +02:00
Niklas Haas
c0e13d54a8 aspect: make video-zoom logarithmic
The past behavior was a bit weird, especially when zooming out. There
was no simple way to zoom in or out in consistent increments using
keybindings alone.

The new behavior preserves most of the old behavior's semantics but
scales out to infinity better. It coincidentally also makes it
really easy to get clean power of 2 ratios (e.g. 2x, 4x, 8x and their
inverses).

Fixes #3004.
2016-04-03 14:51:31 +02:00
Niklas Haas
a3361ad0ce gl_lcms: choose BT.1886 gamma per-channel
This makes the black point closer (chromatically) to the white point, by
ensuring channels keep their consistent brightness ratios as they go
down to zero.

I also raised the 3DLUT version as this changes semantics and is a
separate commit from the previous one.
2016-04-01 10:27:32 +02:00
Niklas Haas
2dcf18c0c0 vo_opengl: generate 3DLUT against source and use full BT.1886
This commit refactors the 3DLUT loading mechanism to build the 3DLUT
against the original source characteristics of the file. This allows us,
among other things, to use a real BT.1886 profile for the source. This
also allows us to actually use perceptual mappings. Finally, this
reduces errors on standard gamut displays (where the previous 3DLUT
target of BT.2020 was unreasonably wide).

This also improves the overall accuracy of the 3DLUT due to eliminating
rounding errors where possible, and allows for more accurate use of
LUT-based ICC profiles.

The current code is somewhat more ugly than necessary, because the idea
was to implement this commit in a working state first, and then maybe
refactor the profile loading mechanism in a later commit.

Fixes #2815.
2016-04-01 10:27:27 +02:00
Niklas Haas
ec6e8a31e0 vo_opengl: draw transparency checkerboard after upscaling
This also draws it after color management etc. In a nutshell, this
change makes the transparency checkerboard independent of upscaling,
panning, cropping etc. It will always be the same apparent size and
position (relative to the window).

It will also be independent of the video colorspace and such things.
(Note: This might cause white imbalance issues if playing a file with a
white point that does not match the display, in absolute colorimetric
mode. But that's uncommon, especially in conjunction with transparent
image files, so it's not a primary concern here)
2016-03-29 22:29:19 +02:00
wm4
dae23fff09 vo_opengl: always premultiply alpha
Until now, we've let the windowing backend decide. But since they
usually require premultiplied alpha, and premultiplied alpha is easier
to handle, hardcode it.
2016-03-29 21:56:38 +02:00
wm4
b95a10c2dd vo_opengl: fix rotation direction
The recent changes fixed rotation handling, but reversed the rotation
direction. The direction is expected to be counter-clockwise, because
demuxers export video rotation metadata as such.
2016-03-29 11:47:16 +02:00
wm4
bd98d9e232 vo_opengl: slightly compress gl_set_debug_logger()
No functional changes.
2016-03-28 18:07:41 +02:00
wm4
b8b2a465d1 vo_opengl: reduce temporary variables in gl_transform_trans()
Using a single gl_transform variable instead of many float ones makes it
easier to see what it's doing. No functional change.
2016-03-28 18:07:18 +02:00
wm4
5827d9cc09 vo_opengl: fix rotation
This has been completely broken since commit 93546f0c. But even before,
rotation handling did not make too much sense. In particular, it rotated
the contents of the cropped image, instead of adjusting the crop
rectangle as well. The result was that things like panscan or zooming
did not behave as expected with rotation applied.

The same is true for vertical flipping. Flipping is triggered by
negative image stride. OpenGL does not support flipping the image on
upload, so it's done as part of the rendering. It can be triggered with
--vf=flip, but other filters and even decoders could setup negative
stride to flip the image.

Fix these issues by applying transforms to texture coordinates properly,
and by making rotation and flipping part of these transforms.

This still doesn't work properly for separated scaling. The issue is
that we'd have to adjust how the passes are done. For now, pick a very
stupid solution by rotating the image to a FBO, and then scaling from
that. This has the avantage that the scale logic doesn't have to be
complicated for such a rare case. It could be improved later.

Prescaling is apparently still broken. I don't know if chroma
positioning works properly either. None of this should affect the case
with no rotation.
2016-03-28 17:02:27 +02:00
wm4
e5b5cc2a2f vo_opengl: fix row-major vs. column-major confusion
gl_transform_vec() assumed column-major, while everything else seemed to
assumed row-major memory organization for gl_transform.m. Also,
gl_transform_trans() seems to contain additional confusion.

This didn't matter until now, as everything has been orthogonal, this
the swapped matrix entries were always 0.
2016-03-28 16:16:09 +02:00
wm4
fb70819048 vo_opengl: don't upload potentially uninitialized memory to GL buffer
If the texture count is lower than 4, entries in va.textcoord[] will
remain uninitialized. While this is unlikely to be a problem (since
these values are unused on the shader side too), it's not nice and might
explain some things which have shown up in valgrind.

Fix by always initializing the whole thing.
2016-03-28 16:13:56 +02:00
wm4
c51fe7944d vo_openg: fix debanding + rectangle-textures 2016-03-27 16:46:01 +02:00
wm4
a76f3e8e46 vo_opengl: minor coding style adjustment 2016-03-24 21:23:22 +01:00
wm4
da015d9d00 vo_opengl: utils: some more minor shader string building optimization
Instead of reallocating almost all of the shader string several times
per pass, build it into a fixed buffer that will be reallocated as
needed.

While this still uses a linear search and full comparison of the shader
text, this will compare the shader's string length first before doing a
full comparison as a nice side effect. (That's also why the fragment
shader is compared first - it's more likely to be different for
different cache entries than the vertex shader stub.)
2016-03-24 21:22:10 +01:00
wm4
30e94fa711 vo_opengl: utils: slightly optimize shader string building
Use bstr as appending buffer, which should avoid frequent reallocation
and copying. The previous commit should help with this a little.
2016-03-23 22:03:53 +01:00
wm4
c7f802ee45 vo_opengl_cb: fix NULL deref
Broken in commit d6c99c85. vo_opengl_cb.c adds the corner case that
p->osd can be NULL. This make opengl-cb always crash.
2016-03-23 14:49:39 +01:00
wm4
fd3ae6c561 vo_opengl: fix blend-subtitles=video in some cases
Shader miscompilation and bad output.

Regression probably since commit 93546f0c (or one of the following
ones).

Fixes #2982.
2016-03-22 13:34:52 +01:00
wm4
d6c99c8513 vo_opengl, osd: allow osc.lua to react faster on resizes
Glitches when resizing are still possible, but are reduced. Other VOs
could support this too, but don't need to do so.

(Totally avoiding glitches would be much more effort, and probably not
worth the trouble. How about you just watch the video the player is
playing, instead of spending your time resizing the window.)
2016-03-21 22:23:41 +01:00
wm4
3353923f29 vo_opengl: GLX: try to create 3.3 core profile context
Until now, we have tried to create a GL 3.0 context. The main reason for
this is that many Mesa-based drivers did not support anything better.
But some drivers (Mesa AMD) will not report a higher OpenGL version,
because their compatibility mode is restricted. While later GL features
are reported as extensions just fine, there doesn't seem to be a way to
determine or enable higher GLSL versions.

Add some more shitty hacks to try to deal with this messed up situation,
and try to probe each interesting GL version separately (starting with
3.3, then 3.2 etc.). Other backends might suffer from similar problems,
but these will have to deal with it on their own.

Probably fixes #2938, or maybe not.
2016-03-19 19:31:17 +01:00
Emmanuel Gil Peyrot
f0ba2a54e6 Revert "wayland: set fs mode on every configure"
Prevents an infinite loop of configure event and set_fullscreen
request on Weston and other compositors respecting the protocol.

Fixes #2817

This reverts commit eb6b2b6e50.
2016-03-19 14:09:13 +01:00
wm4
0d19316de2 vo_opengl: dxva2egl: ignore alpha component in the mapped video
converted_imgfmt will be used by the renderer logic to build an
appropriate shader chain. It doesn't influence the format of any
textures. Thus it doesn't matter whether the hw video surface is mapped
as RGB or RGBA. What matters is if the video actually contains alpha or
not. Since virtually all hardware decoder do not support alpha in any
way, this can be hardcoded as "no alpha".

This avoids unnecessary GPU work.
2016-03-17 14:58:49 +01:00
wm4
45db7d52a9 vo_opengl: fix operation without GL_ARB_texture_rg
This also gets rid of the kind of hard to read texture swizzle setup and
turns it into something dumber.

Assumes that we don't create any FBOs with 2 channel formats. (Only the
video source textures are handled by this commit.)
2016-03-17 12:50:26 +01:00
wm4
71642f5d23 vo_opengl: fix sharpen filter
Regression since commit 93546f0c.

Fixes #2956.
2016-03-16 19:09:52 +01:00
Kevin Mitchell
d756dd8cbf vo_opengl: only open one OpenGL/DX interop handle when using dxva2
Previously, gl->DXOpenDeviceNV was called twice using dxva2 with dxinterop. AMD
drivers refused to allow this. With this commit, context_dxinterop sets its own
implementation of MPGetNativeDisplay, which can return either a
IDirect3DDevice9Ex or a dxinterop_device_HANDLE depending on the "name" request
string. hwdec_dxva2gldx then requests both of these avoiding the need to call
gl->DXOpenDeviceNV a second time.
2016-03-15 17:04:58 -07:00
wm4
7e75e2a5dc x11, input: move mime type drag&drop negotiation to common code
Drag&drop mechanisms typically support multiple types for the drop data.
Move most of the logic which types are accepted and preferred to
event.c, where the data is also interpreted.

(Maybe sorting the types by assigning scores is over-engineered, since
they're already sorted by preference, but it's actually not much more
code.)

Not very interesting/meaningful yet, but preparation for the next
commit.
2016-03-15 22:42:06 +01:00
wm4
718cc27f34 x11: move vo->input_ctx accesses to x11->input_ctx
Reduces VO access and makes the code more self-contained. (One day the
windowing backend code should not access the VO anymore. We're just not
quite there yet.)
2016-03-15 22:11:31 +01:00
Kevin Mitchell
8ff09f3217 vo_opengl: add dxva2 interop to angle backend
Like dxinterop, this uses StretchRect or RGB conversion. This is unavoidable as
long as we use the dxva2 API, as there is no way to access the raw hardware
decoded Direct3D9 surfaces.
2016-03-10 15:49:55 -08:00
wm4
0e1e4005fb vo_opengl: use the same type for cached and current uniform values
Slightly improvement over the previous commit.
2016-03-10 22:42:20 +01:00
igv
5199c2ee3a vo_opengl: cache the values of the uniform variables 2016-03-10 22:40:14 +01:00
igv
95ca308d44 vo_opengl: cache the locations of the uniform variables 2016-03-09 22:57:05 +01:00
Niklas Haas
2db1b9e474 vo_opengl: decrease default superxbr-edge-strength
The default of 1.0 was basically making half the algorithm do nothing,
since it turned off all diagonal contributions. The upstream default is
0.6, and this produces a more reasonable image.
2016-03-07 22:31:15 +01:00
Niklas Haas
c68721b832 vo_opengl: improve superxbr algorithm
The values were changed to reflect an upstream change in the source for
the super-xBR implementation.

The anti-ringing code was basically not working at all, the new
algorithm _significantly_ improves the result (reduces ringing).
2016-03-07 22:31:15 +01:00
Niklas Haas
9f91bc4b75 vo_opengl: refactor superxbr algorithm
This is a fresh implementation from scratch that carries with it
significantly less baggage and verbosity from the previous (ported)
version.

The actual values for the masks and such were copied from the
current code. Behavior and performance should be unaffected.

An important difference between the old code and the new code is that
the new code always explicitly samples from the first component, rather
than being able to process multiple planes at once.

Since prescale-luma only affects luma, I deemed this unnecessary. May
change in the future, if prescale-chroma ever gets implemented. But
prescaling multiple planes would be slow to do this way. (Better would
be to generalize it to differently-sized vectors)
2016-03-07 22:31:15 +01:00
wm4
ead73032af vo_xv, vo_x11: warn that these VOs should not be used 2016-03-06 19:22:15 +01:00