Scripts such as the OSC can be loaded and unloaded at runtime by
toggling the option that enables them. (It even works, although normally
it's only used to control initial loading.)
Unloading was racy because it used the client name; fix this.
The load-script change is an accidental feature. And probably useless.
The intention is to provide a slightly nicer way to distribute scripts.
For example, you could put multiple source files into the directory, and
then import them from the actual script file (this is still
unimplemented).
At first I wanted to require a config file (because you need to know at
least which scripting backend it should use). This wouldn't have been
too hard (could have reused/abused the mpv config file parsing
mechanism, and I already had working code that was just 2 function
calls). But probably better to do this without new config files, because
it might become a pain in the distant future.
So this just probes for "main.lua", "main.js", etc., until an existing
file is found.
Another important change is that this skips all directory entries whose
name starts with ".". This automatically excludes the "." and ".."
special directories, and is probably useful to exclude random crap that
might be lying around in the directory (such as editor temporary files,
or OSX, in its usual hrmful, annoying, and idiotic modus operandi,
sharting all over any directories opened by "Finder").
Although the changelog mentions the docs, they're added only in a later
commit.
check_obj_resize() in sub/osd.c calls mp_client_broadcast_event(), which
calls notify_property_events(). This is pretty unexpected, because
check_obj_resize() may be called from the VO thread. While that's sort
of awful, it seems to be OK locking-wise. But it breaks an assumption in
notify_property_events() that the core doesn't need to be woken up,
which could possibly lead to a missed/delayed property update (although
rather unlikely).
Fix this by explicitly waking up the core when it's called from the OSD
code.
I intend to rewrite this code approximately every 2 months.
Last time, I did this in commit d66eb93e5d (and 065c307e8e and
b2006eeb74). It was intended to remove the roundabout synchronous
thread "ping pong" when observing properties. At first, the original
async. code was replaced with some nice mostly synchronous code. But
then an async. code path had to be added for vo_libmpv, and finally the
sync. code was dropped because it broke in other obscure cases (like the
Objective-C Cocoa backend).
Try again. This time, update properties entirely on the main thread.
Updates get batched out on every playloop iteration. (At first I wanted
it to make it every time the player goes to sleep, but that might starve
API clients if the playloop get saturated.) One nice thing is that
clients only get woken up once all changed events have been sent, which
might reduce overhead.
While this sounds simple, it's not. The main problem is that reading
properties must not block the client API, i.e. no client API locks can
be held while reading the property. Maybe eventually we can avoid this
requirement, but currently it's just a fact. This means we have to
iterate over all clients and then over all properties (of each client),
all while releasing all locks when updating a property. Solve this by
rechecking on each iteration whether the list changed, and if so,
aborting the iteration and redo it "next time".
High risk change, expect bugs such as crashes and missing property
updates.
Apparently this was only added and used for cache update stuff, which
was changed in commit 8dbc93a94c. Now it's unused, messy, ugly, and
is in the way, so get rid of it.
render api needs to wait for vo to be destroyed before frees the context.
The purpose of kill_cb is to wake up render api after vo is destroyed,
but uninit did that before kill_cb, so kill_cb tries using the freed
memory. Remove kill_cb to fix the issue as uninit is able to do the
work.
This enables two types of command behavior:
1. Plain async behavior, like "loadfile" not completing until the file
is fully loaded.
2. Running parts of the command on worker threads, e.g. for I/O, such as
"sub-add" doing network accesses on a thread while the core
continues.
Both have no implementation yet, and most new code is actually inactive.
The plan is to implement a number of useful cases in the following
commits.
The most tricky part is handling internal keybindings (input.conf) and
the multi-command feature (concatenating commands with ";"). It requires
a bunch of roundabout code to make it do the expected thing in
combination with async commands.
There is the question how commands should be handled that come in at a
higher rate than what can be handled by the core. Currently, it will
simply queue up input.conf commands as long as memory lasts. The client
API is limited by the size of the reply queue per client. For commands
which require a worker thread, the thread pool is limited to 30 threads,
and then will queue up work in memory. The number is completely
arbitrary.
DR (letting the decoder allocate texture memory) requires running the
allocation on the render thread. This is rather hard with the render
API, because the user controls this thread and when it's entered. It was
not possible until now.
This commit adds a bunch of infrastructure to make this possible. We add
a new optional mode (MPV_RENDER_PARAM_ADVANCED_CONTROL) which basically
lets the user's render thread and libmpv agree how this should be done.
Misuse would lead to deadlocks. To make this less likely, strictly
document thread safety/locking issues. In particular, document which
libmpv functions can be called without issues. (The rest has to be
assumed unsafe.)
The worst issue is destruction of the render context while video is
still active. To avoid certain unintended recursive locks (i.e.
deadlocks, unless we'd make the locks recursive), make the update
callback lock separate. Make "killing" the video chain asynchronous, so
we can do extra work while video is being destroyed.
Because losing wakeups is a big deal, setting the update callback now
triggers a wakeup. (It would have been better if the wakeup callback
were a parameter to mpv_render_context_create(), but too late.)
This commit does not add DR yet; the following commit does this.
As it turns out, there are multiple libmpv users who saw a need to
use the hook API. The API is kind of shitty and was never meant to be
actually public (it was mostly a hack for the ytdl script).
Introduce a proper API and deprecate the old one. The old one will
probably continue to work for a few releases, but will be removed
eventually.
There are some slight changes to the old API, but if a user followed
the manual properly, it won't break.
Mostly untested. Appears to work with ytdl_hook.
This changes how mpv_terminate_destroy() and mpv_detach_destroy()
behave. The doxygen in client.h tries to point out the differences. The
goal is to make this more useful to the API user (making it behave like
refcounting).
This will be refined in follow up commits.
Initialization is unfortunately closely tied to termination, so that
changes as well. This also removes earlier hacks that make sure that
some parts of FFmpeg initialization are run in the playback thread
(instead of the user's thread). This does not matter with standard
FFmpeg, and I have no reason to care about this anymore.
this API was introduced in c5e4538 solely for the use with cocoa-cb and
was not public. with the port to the new API in 760d471 it is now unused
and can safely be removed.
The purpose of the new API is to make it useable with other APIs than
OpenGL, especially D3D11 and vulkan. In theory it's now possible to
support other vo_gpu backends, as well as backends that don't use the
vo_gpu code at all.
This also aims to get rid of the dumb mpv_get_sub_api() function. The
life cycle of the new mpv_render_context is a bit different from
mpv_opengl_cb_context, and you explicitly create/destroy the new
context, instead of calling init/uninit on an object returned by
mpv_get_sub_api().
In other to make the render API generic, it's annoyingly EGL style, and
requires you to pass in API-specific objects to generic functions. This
is to avoid explicit objects like the internal ra API has, because that
sounds more complicated and annoying for an API that's supposed to never
change.
The opengl_cb API will continue to exist for a bit longer, but
internally there are already a few tradeoffs, like reduced
thread-safety.
Mostly untested. Seems to work fine with mpc-qt.
this is meant to replace the old and not properly working vo_gpu/opengl
cocoa backend in the future. the problems are various shortcomings of
Apple's opengl implementation and buggy behaviour in certain
circumstances that couldn't be properly worked around. there are also
certain regressions on newer macOS versions from 10.11 onwards.
- awful opengl performance with a none layer backed context
- huge amount of dropped frames with an early context flush
- flickering of system elements like the dock or volume indicator
- double buffering not properly working with a none layer backed context
- bad performance in fullscreen because of system optimisations
all the problems were caused by using a normal opengl context, that
seems somewhat abandoned by apple, and are fixed by using a layer backed
opengl context instead. problems that couldn't be fixed could be
properly worked around.
this has all features our old backend has sans the wid embedding,
the possibility to disable the automatic GPU switching and taking
screenshots of the window content. the first was deemed unnecessary by
me for now, since i just use the libmpv API that others can use anyway.
second is technically not possible atm because we have to pre-allocate
our opengl context at a time the config isn't read yet, so we can't get
the needed property. third one is a bit tricky because of deadlocking
and it needed to be in sync, hopefully i can work around that in the
future.
this also has at least one additional feature or eye-candy. a properly
working fullscreen animation with the native fs. also since this is a
direct port of the old backend of the parts that could be used, though
with adaptions and improvements, this looks a lot cleaner and easier to
understand.
some credit goes to @pigoz for the initial swift build support which
i could improve upon.
Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739,
#2392, #2217
As threatened by the API changes document.
This commit also removes or stubs equivalent calls in IPC and Lua
scripting.
The stubs are left to maintain ABI compatibility. The semantics of the
API functions have been close enough to doing nothing that this probably
won't even break existing API users. Probably.
mp_new_client() blatantly accessed some mutex-protected state outside of
the mutex.
The destruction code is in theory OK, but with changes in the following
commits it'll be a bit hard to guarantee that it stays this way. Add a
simple flag that makes adding new clients impossible, so that having no
clients after shutdown_clients() remains guaranteed.
Makes the next commit simpler. It's probably a bad idea to add more
fields to the global state, but on the other hand the client API state
is pretty much per-instance anyway. It also will help with things like
the proposed libmpv custom stream API.
Unlike other VOs, this rendered OSD even while no VO was created
(because the renderer lives as long as the API user wants). Change this,
and refactor the code so that the OSD object is accessible only while
the VO is created.
(There is a short time where the OSD can still be accessed even after VO
destruction - this is not a race condition, though it's inelegant and
unfortunately unavoidable.)
Until now, calling mpv_opengl_cb_uninit_gl() at a "bad moment" could
make the whole thing to explode. The API user was asked to avoid such
situations by calling it only in "good moments". But this was probably a
bit too subtle and could easily be overlooked.
Integrate the approach the qml example uses directly into the
implementation. If the OpenGL context is to be unitialized, forcefully
disable video, and block until this is done.
Before this commit, this was defined to trigger undefined behavior. This
was nice because it required less code; but on the other hand, Lua as
well as IPC support had to check these things manually. Do it directly
in the API to avoid code duplication, and to make the API more robust.
(The total code size still grows, though...)
Since all of the failure cases were originally meant to ruin things
forever, there is no way to return error codes. So just print the
errors.
This adds API to libmpv that lets host applications use the mpv opengl
renderer. This is a more flexible (and possibly more portable) option to
foreign window embedding (via --wid).
This assumes that methods like context sharing and multithreaded OpenGL
rendering are infeasible, and that a way is needed to integrate it with
an application that uses a single thread to render everything.
Add an example that does this with QtQuick/qml. The example is
relatively lazy, but still shows how relatively simple the integration
is. The FBO indirection could probably be avoided, but would require
more work (and would probably lead to worse QtQuick integration, because
it would have to ignore transformations like rotation).
Because this makes mpv directly use the host application's OpenGL
context, there is no platform specific code involved in mpv, except
for hw decoding interop.
main.qml is derived from some Qt example.
The following things are still missing:
- a way to do better video timing
- expose GL renderer options, allow changing them at runtime
- support for color equalizer controls
- support for screenshots
Use a fixed size array for the client name, which also limits the client
name in size. Sanitize the client name string, and replace characters
that are not in [A-Za-z0-9] with '_'.
Thanks to the recently introduced mp_lua_PITA(), this is "simple" now.
It fixes leaks on Lua errors. The hack to avoid stack overflows
manually isn't needed anymore, and the Lua error handler will take
care of this.
This makes the player wait until each script is loaded. Do this to give
the script a chance to setup all its event handlers. It might also be
useful to allow a script to change options that matter for playback.
While waiting for a script to be loaded, the player actually accepts
input. This is needed because the scripts can execute player commands
anyway while they are being "loaded". The player won't react to most
commands though: it can't quit or navigate the playlist in this state.
For deciding whether a script is finally loaded, we use a cheap hack: if
mpv_wait_event() is called, it's considered loaded. Let's hope this is
good enough. I think it's better than introducing explicit API for this.
Although I'm sure this will turn out as too simplistic some time in the
future, the same would probably happen with a more explicit API.
Add a mechanism to the client API code, which allows the player core to
query whether a client API event is needed at all. Use it for the cache
update.
In this case, this is probably a pure microoptimization; but the
mechanism will be useful for other things too.
Internally, there are two mechanisms which can trigger property
notification as used with "observed" properties in the client API.
The first mechanism associates events with a group of properties that
are potentially changed by a certain event. mp_event_property_change[]
declares these associations, and maps each event to a set of strings.
When an event happens, the set of strings is matched against the list of
observed properties of each client. Make this more efficient by
comparing bitsets of events instead. This way, only a bit-wise "and" is
needed for each observed property. Even better, we can completely skip
clients which have no observed properties that match.
The second mechanism just updates individual properties explicitly by
name. Optimize this by using the property index instead. It would be
nice if we could reuse the first mechanism for the second one, but
there are too many properties to fit into a 64 bit mask.
(Though the limit on 64 events might get us into trouble later...)
While I'm not very fond of "const", it's important for declarations
(it decides whether a symbol is emitted in a read-only or read/write
section). Fix all these cases, so we have writeable global data only
when we really need.
This turned out ridiculously complex. I think it will have to be
simplified some day. Main reason for the complexity are:
- filtering properties by forcing clients to observe individual
properties explicitly
(to avoid spamming clients with changes they don't want)
- optional retrieval of property value with the notification
(the basic idea was that this is more user friendly)
- allowing to the client to specify a format in which the value
should be retrieved
(because if a property changes its type, the client API couldn't
convert it properly, and compatibility would break)
I don't know yet which of these are important, and everything could
change. In particular, the interface and semantics should be adjusted
to reduce the implementation complexity.
While I consider the API complete, there could (and probably will) be
bugs left. Also while the implementation is complete, it's inefficient.
The complexity of the property matching is O(a*b*c) with a clients,
b observed properties, and c properties changing at once. I threw away
an earlier implementation using bitmasks, because it was too unwieldy.
Add a client API, which is intended to be a stable API to get some rough
control over the player. Basically, it reflects what can be done with
input.conf commands or the old slavemode. It will replace the old
slavemode (and enable the implementation of a new slave protocol).