Requested change in behavior.
Note that we set the assumed "infinite" display_fps to 1e6, which
conveniently lets vo_get_vsync_interval() return a dummy value of 1,
which can be easily checked against, and still avoids doing math with
float INFs.
I'm not comfortable with VOCTRL_GET_DISPLAY_FPS being called every
frame.
This requires the VO to set VO_EVENT_WIN_STATE if the FPS could have
changed. At least the X11 backend does this.
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
If you click on a window that doesn't have a focus, a LeaveNotify
followed by a EnterNotify event can be generated. The former will have
mode set to NotifyGrab, the latter to NotifyUngrab. This will make the
player think the mouse left the window, even though this is not the
case. Ignore these and only react to those with mode set to
NotifyNormal.
Probably fixes#1672, and some other strange issues on some WMs.
mpv_opengl_cb_render() is supposed to clear the screen with the
background color if there's no video... I think.
It didn't do this, because although uninit() requested gl_video_config()
to be called, this didn't happen, because this function checks whether
the VO is set - and it's unsert after uninit() releases the lock.
Also call the user wakeup callback in this situation, so the user
actually redraws immediately.
Do not rely on the pointed-to argument to be initialized; VOCTRLs are
supposed to completely overwrite them on success (or not to touch them
on failure).
The currently only caller of VOCTRL_GET_WIN_STATE initializes the value
before calling this, so this is merely about correctness and didn't lead
to any actual bugs.
Some UI elements in OS X – like Launchpad and Dock folders – are implemented
using borderless windows in background demonized applications.
When we use these elements, mpv doesn't stop to be the active application, but
the mpv window leaves keyWindow state while we use the OS controls.
This commit just keeps track of window state to update the cursor visibility
accordingly.
Fixes#513
Make MpvEventsView -signalMousePosition a public method so it can be
called without a compiler warning. Previously, the mouse position would
be reported as (0,0) until the cursor was moved.
mpv would attempt to load ICC profiles several times during VO init
even if no window is displayed. This potentially causes it to load
a profile for a different screen than it is going to be displayed
on, thereby invalidating the profile cache and rebuilding the LUT
every single time.
It would not unload a previously loaded profile when the video
window is moved to a display without an installed profile.
Fix these issues and tweak the log messages a little.
The vaapi equalizer have a custom range, and can have a smaller range
than mpv's normalized video equalizer values. The result is that a vaapi
equalizer value can map to multiple mpv values, so changing a mpv value
by 1 can get "stuck". Fix by remember the mpv value, and returning it if
it still corresponds to the vaapi value.
Really fixes#1647.
(Why am I even bothering with this irredeemable crap?)
This automatically sets the gamma option depending on lighting conditions
measured from the computer's ambient light sensor.
sRGB – arguably the “sibling” to BT.709 for still images – has a reference
viewing environment defined in its specification (IEC 61966-2-1:1999, see
http://www.color.org/chardata/rgb/srgb.xalter). According to this data, the
assumed ambient illuminance is 64 lux. This is the illuminance where the gamma
that results from ICC color management is correct.
On the other hand, BT.1886 formalizes that the gamma level for dim environments
to be 2.40, and Apple resources (WWDC12: 2012 Session 523: Best practices for
color management) define the BT.1886 dim at 16 lux.
So the logic we apply is:
* >= 64lux -> 1.961 gamma
* =< 16lux -> 2.400 gamma
* 16lux < x < 64lux -> logaritmic rescale of lux to gamma. The human
perception of illuminance roughly follows a logaritmic scale of lux [1].
[1]: https://msdn.microsoft.com/en-us/library/windows/desktop/dd319008%28v=vs.85%29.aspx
This will be pretty useful to let mpv automatically change VO parameters based
on ambient lighting conditions.
The conversion code and polinomial equation from Apple LMU values to Lux is
taken from Firefox: their license, MPL is GPL compatible and allows
relicensing to GPL (MPL is more liberal).
This warning wasn't overly helpful in the past, and warned against
perfectly fine code. But at least with recent gcc versions, this is the
warning that complains about assignments in if expressions (why???), so
we want to enable it.
Also change all the code this warning complains about for no reason.
Semi-important, because --hwdec=dxva2 outputs NV12, and we really don't
want people to end up with the "old" StretchRect method.
Unfortunately, I couldn't actually get it to work. It seems most D3D
drivers (including the wine D3D implementation) reject D3DFMT_A8L8,
and I could not find any other 2-channel 8 bit Direct3D 9 format. It
seems newer D3D APIs have DXGI_FORMAT_R8G8_UNORM, but there's no way
to get it in D3D9.
Still pushing this; maybe it actually works on some drivers.
Breaks vo_opengl by default. I'm hot able to fix this myself, because I
have no clue about the overcomplicated color management logic. Also,
whilethis is apparently caused by commit fbacd5, the following commits
all depend on it, so revert them too.
This reverts the following commits:
e141caa97d653b0dd529729c8b3f64fbacd5de31Fixes#1636.
Just use makeFirstResponder on the mpv events view from client code
if you need the built in keyboard events (this is easier for dealing with view
nesting).
We have MP_CSP_TRC defined, but it wasn't being used by practically
anything. This commit adds missing conversion logic, adds it to
mp_image, and moves the auto-guessing logic to where it should be, in
mp_image_params_guess_csp (and out of vo_opengl).
Note that this also fixes a minor bug: csp_prim was not being copied
between mp_image structs if the format was not YUV in both cases, but
this is wrong - the primaries are always relevant.
In the past it happened quite often that flag options (yes/no) were
changed to choice options (yes/no/some more). The problem with this was
that while flag options don't need a parameter, this wasn't the case
with choice options. A hack was introduced to compensate for this:
setting M_OPT_OPTIONAL_PARAM on the option, and an empty string ("") was
added as choice, so that the choice could be used like a flag. So, for
example, "--mute" would set the choice "".
Fix this by 1. not requiring a parameter if there's a "yes" choice, and
2. redirect an empty parameter to "yes". The effect is that a choice
option with the choices ["yes", "no"] is pretty much equivalent to a
flag option.
This is based on pretty much the same (somewhat naive) logic right now.
I'm not convinced that the extra logic that eg. madVR includes is worth
enough to warrant heavily confusing the logic for it.
This shouldn't slow down the logic at all in any sane shader compiler,
and indeed it doesn't on any shader compiler that I tested.
Note that this currently doesn't affect cscale at all, due to the weird
implementation details of that.
Change test_fbo() so that it checks the FBO lazily, and restructure
check_gl_features() to invoke it only if we know that a FBO will be
needed for a certain enabled feature.
This can avoid strange error messages when using --vo=opengl and the
FBO format does not work. It's also less confusing when reading the
verbose log (users might think that the FBO is actually used, etc.).
This can happen with the "no-colorkey" suboption. Then the code in
xv_draw_colorkey() can be run before vo_x11_config_vo_window(), when
vo_gc is not allocated yet.
Fixes#1629.
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
GLES2 randomly does not support the transpose parameter in matrix
uniform calls. So we have to do this manually. Sure it was worth to
mutilate the standard just so all these shitty SoC vendors can safe 3
lines of code.
(Obviously trying to handle all of GLES2 to GL 4.x in a single codebase
was a mistake.)
GLES2 shaders do not have line continuation characters. Abuse the
HAVE_ARRAYS define to exclude code which uses arrays, and which also
happens to cover all code that defines multi-line macros. (So yes, this
is a hack.)
This is essentially what it is, and it's a useful for windowing or
downscaling. For upscaling we already have bilinear, no need to cause
extra confusion between biliner and bilinear_slow.
Also made it a bit more well-behaved.
These are EWA-based versions of the keys B/C splines, of which mitchell
is already a member. They are slightly softer and slightly sharper than
mitchell, respectively.
Very easy to define in terms of things we already have.
mitchell, hermite and catmull_rom are all B/C splines and can share the
code which was already written for mitchell. This just redefines them in
terms of that.
This adds a small check for candidates that could potentially be inside
the radius, but aren't necessarily. This speeds up performance by a
negligible amount on my hardware, but it's mainly a prerequisite for a
further change (using a larger true radius).
Previously, this was based on some arbitrary range 1-100, cut off for
no particular reason, and also defined in such a way that higher values
= *less* smoothness. Since it wasn't multiplied by e in the code, the
default had to be 10*e = 28.8539...
Now, it's sane: 1.0 = default, higher = blurrier.
This filter isn't supposed to have a second parameter in the first
place, all literature only uses a single parameter alpha in both places.
The second parameter doesn't even do anything other than adding a
constant factor, which is normalized by the LUT calculation either way.
This is done mainly for consistency, since all of the EWA filters share
similar properties and it's important to distinguish them for
documentation purposes.
No point in duplicating this check all over the place. No point in
really having it in the first place, to be perfectly honest, j1 should
not be THAT badly behaved.
The original filter window was design for a radius based on the true
zero, but we always cut it off at our selection of radius either way (by
necessity, due to the square matrix we sample from).
This window is tweaked from the original (true radius) to our actual
cut-off radius, and hence improves the result in a few edge cases. The
main win is the reduction of code complexity, since we no longer need to
know what the true radius actually is.
Check the scanf() return value, and don't continue if it doesn't find
both numbers (can happen with GLES 1.0). Also, some implementations can
return NULL from glGetString() if something is "broken".
This is a variation of ewa_lanczos that is sinc-windowed instead of
jinc-windowed. Results are pretty similar, but the logic is simpler.
This could potentially replace the ugly ewa_lanczos code.
It's hard to tell, but from comparing stills I think this one has
slightly less ringing than regular ewa_lanczos.
I've reworked pretty much all the logic to correspond to what the theory
actually describes. With this commit, playback is wonderfully smooth on
my machine.
Makes all keys documented in XF86keysym.h mappable. This requires the
user to deal with numeric keycodes; no names are queried or exported.
This is an easy way to avoid adding all the hundreds of XF86 keys to
our X11 lookup table and mpv's keycode/name list.
This reverts commit a33b46194c.
It turns out FFmpeg really considers this a bug, and fixed it by making
the decoder output the correct pixel format.
Fixes#1565. Reverts the fix#1528, though it should work fine with
a recent git master FFmpeg.
This introduces a new option linear-scaling, which is now implied by
srgb, icc-profile and sigmoid-upscaling.
Notably, this means (sigmoidized) linear upscaling is now enabled by
default in opengl-hq mode. The impact should be negligible, and there
has been no observation of negative side effects of sigmoidized scaling,
so it feels safe to do so.
Apparently CoreGraphics reports the actual refresh rate. DisplayLink can also
query the nominal refresh rate of the display so we use that as fallback
instead of the fugly 60fps hardcode added in aeb1fca0d.
Props to people on https://github.com/glfw/glfw/issues/137
Comment explains why I have been so doubtful at adding this. The Apple docs
say CGDisplayModeGetRefreshRate is supposed to work only for CRTs, but it
doesn't, and actually works for LCD TVs connected over HDMI and external
displays (at least that's what I'm told, I don't have the hardware to test).
Maybe Apple docs are incorrect.
Since AFAIK Apple doesn't want to give us a better API – maybe in the fear we
might be able to actually write some useful software instead of "apps" –
I decided not to care as well and commit this.
This reverts the default behavior introduced in commit 93feffad. Way too
often libavcodec will return RGB data that has an alpha channel as per
pixel format, but actually contains garbage.
On the other hand, this will actually render garbage color values in
e.g. PNG files (for pixels with alpha==0, the color value should be
essentially ignored, which is what the old alpha blend mode did).
This "fixes" #1528, which is probably a decoder bug (or far less likely,
a broken file).
Make the lazy gamma initialization less weird, and make the default
value of the "gamma" sub-option 1.0. This means --vo=opengl:help will
list the actual default value.
Also change the lower bound to 0.1 - avoids a division by zero (I don't
know how shaders handle NaN, but it's probably not a good idea to give
them this value).
There was some code accounting for different gamma values for R/G/B.
It's inherited from an old, undocumented MPlayer feature, which was at
some point disabled for convenience by myself (meaning you couldn't
actually set separate gamma because it was removed from the property
interface - mp_csp_copy_equalizer_values() just set them to the same
value). Get rid of these meaningless leftovers.
Before this, enabling :gamma in combination with :sigmoid and probably a few
other things results in ugly artifacts because the video isn't clamped until
after the :gamma was applied (or at all, if the cms_matrix is unused).
At least the opengl-hq VO allocates additional resources when
downscaling a lot, which is just a waste.
Also see #1547 (although I doubt that this is the cause; if it is,
a real fix will be required).
This is somewhat imperfect, because detection of hw decoding APIs is
mostly done on demand, and often avoided if not necessary. (For example,
we know very well that there are no hw decoders for certain codecs.)
This also requires every hwdec backend to identify itself (see hwdec.h
changes).
Resizing was happening before reconfig, so src_rect_rot was outdated and
didn't include the rotation. This resulted in corrupted rendering on
initial display, which fixed itself after the first time the window was
somehow resized.
A small simplification. Couldn't be done before, because it was also
used by the OSD code, which required disjoint quads in a single draw
call.
Also mess with the unrelated code in gl_osd.c to simplify it a little
as well.
Hardware decoding/displaying with vo_opengl is done by replacing the
normal video textures with textures provided by the hardware decoding
API OpenGL interop code. Often, this changes the format (vaglx and vdpau
return RGBA, vda returns packed YUV).
If the format is changed, there was a chance (or at least a higher
potential for bugs) that the shader generation code could be confused by
the mismatch of formats, and would create incorrect conversions.
Simplify this by requiring the hwdec interop driver to set the format it
will return to us. This affects all fields, not just some (done by
replacing the format with the value of the converted_imgfmt field in
init_format), in particular fields like colorlevels.
Currently, no hwdec interop driver does anything sophisticated, and the
win is mostly from the mp_image_params_guess_csp() function, which will
reset fields like colorlevels to expected value if RGBA is used.
Reduces the size of gl_video.c a bit further.
This also uses a separate vertex array object for OSD elements, so the
video one can be simplified slightly.
OSD shader generation is still in gl_video.c, which leads to the strange
additional parameter to mpgl_osd_init(). The issue is that video
parameters influence the OSD shader (????), and also OSD needs to go
through the screen colormanagement.
Useful if we want to reduce the size of gl_video.c further.
To some degree this emulates traditional glDrawArrays() usage. It also
leaves a loophole for avoiding a reupload every time by leaving
ptr==NULL, although this is unused for now.
default_tex_params() and texture_size() are each called only once, so
move inline/reimplement them at the caller.
image_dw/dh were unused. texture_w/h, image_format, and component_bits
were rarely used, and can be replaced. Regroup some other fields.
Rename surface_num to surface_idx, because the former sounded like a
count, and not an index. Move fbosurface_next() closer to its callers
too.
Move the DebugMessageCallback() code to gl_utils.c (also simplify it
by always setting the callback, instead of only when it changes).
This is somewhat messy, because fbotex_init() itself was depending on
some gl_video parameters unrelated to FBO creation (like what scaler was
in use - what the fuck did this check do in this function?), so this
commit does a bit more than moving code around. In particular, the FBO
for the separate scaling intermediate step now always uses GL_NEAREST
sampling, and all FBOs are destroyed/recreated on renderer
reinitialization.
This also moves the function matrix_ortho2d() - trivial enough not to
put it into a separate commit.
Windows Intel drivers seem to reject some (AFAIK) valid GLSL. Make them
happy.
<rossy> GL_RENDERER='Intel(R) HD Graphics 4400'
<rossy> GL_VERSION='3.0.0 - Build 10.18.14.4080'
<rossy> GL_SHADING_LANGUAGE_VERSION='1.30 - Build 10.18.14.4080'
Handles stupid boilerplate OpenGL requires you to handle. It's the same
code as in gl_video.c, although if no VAOs are available, the fallback
code rebinds them on every draw call instead of just once.
gl_common.c contained the function loader (which is big) and additional
utility functions (not so big, but will grow when moving more out of
gl_video.c). Just split them. There are no changes other than some
modifications to comments.
Commit acb40644 fixed video with unaligned luma/chroma sizes. It
attempted to disable the fix for videos where it effectively does
nothing (just some minor performance paranoia), but this check was
broken - fix it by not duplicating the logic for this.
PNG uses a different component order from GL_RGBA, so we upload the
surface using the "wrong" order, and then fix it in the shader. This
breaks if a sRGB texture (GL_SRGB) is used: the hardware will not touch
the alpha channel, which means that the B component is not adjusted,
leading to incorrect output.
Just remove the use of sRGB textures completely. It might lead to a
slight slow down when playing RGB with color management enabled, but
with this combination of obscure use case with minor performance impact
it's not a meaningful disadvantage.
Unfortunately this also means that alpha is handled incorrectly with our
own color management, but alpha isn't so important and can be fixed
later. (0.0 and 1.0 are unchanged by the transfer function, so it
"mostly" works.)
Fixes#1530.
This deals with subsampled YUV video that has odd sizes, for example a
5x5 image with 4:2:0 subsampling.
It would be easy to handle if we actually passed separate texture
coordinates for each plane to the shader, but as of now the luma
coordinates are implicitly rescaled to chroma one. If luma and chroma
sizes don't match up, and this is not handled, you'd get a chroma shift
by 1 pixel.
The existing hack worked, but broke separable scaling. This was exposed
by a recent commit which switched to GL_NEAREST sampling for FBOs. The
rendering was accidentally scaled by 1 pixel, because the FBO size used
the original video size, while textures_sizes[0] was set to the padded
texture size (i.e. one pixel larger).
It could be fixed by setting the padded texture size only on the first
shader. But somehow that is annoying, so do something else. Don't pad
textures anymore, and rescale the chroma coordinates in the shader
instead.
Seems like this somehow doesn't work with rectangle textures (and
introduces a chroma shift), but since it's only used when doing VDA
hardware decoding, and the bug occurs only with unaligned video sizes, I
don't care much.
Fixes#1523.
With mf://, rather long frame durations are common. By default, one
frame takes 1 second. This causes the if branch changed with this commit
to always being taken, which in turn leads to the player not being woken
up correctly. (As a consequence, it "freezes" by waiting for events that
never come, and moving the mouse cursor over the window will wake it up
again and advance video.)
Obviously, the code should account for how long the video frame takes.
The code is probably still not fully correct, but for now this fixes the
issue at hand.
Fixes#1521.
This queries the _ICC_PROFILE property on the root window. It also tries
to reload the ICC when it changes, or if the mpv window changes the
monitor. (If multiple monitors are covered, mpv will randomly select one
of them.)
The official spec is a dead link on freedesktop.org, so don't blame me
for any bugs.
Note that this assumes that Xinerama screen numbers match the way mpv
enumerates the xrandr monitors. Although there is some chance that this
matches, it most likely doesn't, and we actually have to do complicated
things to map the screen numbers. If it turns out that this is required,
I will fix it as soon as someone with a suitable setup for testing the
fix reports it.
Merge update_icc_profile() into get_and_update_icc_profile() - there's
no reason anymore to keep them separate. The former is only called by
the latter, and the separation of responsibilities between them is
blurry a best.
Query the ICC profile only if the corresponding feature is actually
enabled. Additionally, change the error behavior of this code. Make
loading failure non-fatal, and distinguish between runtime error and
unimplemented functionality.
Fix a memory leak in gl_lcms.c (although the changes in vo_opengl.c
already take care of this, it's just logical and cleaner).
Seems like several people agree that it's a good filter for downscaling.
Setting this option by default may also prevent people from accidentally
using an unsuitable filter for downscaling by setting "scale" and
without being aware of the impliciations (maybe). On the other hand,
this change is not strictly backwards compatible for the same reasons.
Also, allow disabling this option with scale-down="" (before this, not
setting it was the only way to do this - not possible anymore if it's
set by default). This is what the change in handle_scaler_opt() does.
Somehow, the default radius for filters with variable radius was set in
mp_init_filter(). gl_video.c used NAN as default value for the radius,
which would make the filter use the default radius. Simplify this, and
set the default radius directly in the gl_video options. It also makes
the options easier to understand, because the default value listed in
--vo=opengl:help actually shows the default value.
Remove the function can_use_filter_kernel(), because it doesn't set a
radius if none is set. The function is worthless anyway (something about
making filter_kernels.c reusable to other VOs, and trying to deal with
the possibility that it could provide filters not supported by
vo_opengl.)
Usually, a VO must react to VOCTRL_REDRAW_FRAME in order to redraw the
current screen correctly if video is paused (this is done to update
OSD). But if it's not supported, we can just draw the current image
again in the generic vo.c code.
Unfortunately, this turned out pretty useless, because the VOs which
would benefit from this need to redraw even if there is no image, in
order to draw a black screen in --idle --force-window mode. The way
redrawing is handled in the X11 common code and in vo_x11 and vo_xv is
in the way, and I'm not sure what exactly vo_wayland requires. Other VOs
have a non-trivial implementation of VOCTRL_REDRAW_FRAME, which
(probably) makes redrawing slightly more efficient, e.g. by skipping
texture upload. So for now, no VO uses this new functionality, but since
it's trivial, commit it anyway.
The vo_driver->untimed case is for forcibly disabling redraw for vo_lavc
and vo_image always.
At the time screenshot support was added, images weren't refcounted yet,
so screenshots required specialized implementations in the VOs. But now
we can handle these things much simpler. Also see commit 5bb24980.
If there are VOs in the future which can't do this (e.g. they need to
write to the image passed to vo_driver->draw_image), this still could be
disabled on a per-VO basis etc., so we lose no potential performance
advantages.
This was previously done in common code but now it's left to backends. Also
remove the GL4 stuff since requesting a 3_2_Core context creates a 4.1 context
here (wtf).
Use different VOCTRLs for "window" and normal screenshot modes. The
normal one will probably be removed, and replaced by generic code in
vo.c, and this commit is preparation for this. (Doing it the other way
around would be slightly simpler, but I haven't decided yet about the
second one, and touching every VO is needed anyway in order to remove
the unneeded crap. E.g. has_osd has been unused for a long time.)
vo.c queried the VO at initialization whether it wants to be updated on
every display frame, or every video frame. If the smoothmotion option
was changed at runtime, the rendering mode in vo.c wasn't updated.
Just let vo_opengl set the mode directly. Abuse the existing
vo_set_flip_queue_offset() function for this.
Also add a comment suggesting the use of --display-fps to the manpage,
which doesn't have anything to do with the rest of this commit, but is
important to make smoothmotion run well.
The logic disabled framedropping if the frame was interpolated (i.e. the
render call is only done to interpolate between the previous frame, and
the frame before that).
It seems doing this wasn't even necessary, and broke framedrop in
smoothmotion mode. In fact, this code did nothing for display with video
fps below display fps. It did prevent the framedrop counter from going
up, though. So change it so that dropped interpolated frames are never
reported. (Doing so can give confusing results, such as dropping 1000s
of frames on slow operations like video start or changing filters.)
SmoothMotion is a way to time and blend frames made popular by MadVR. It's
intended behaviour is to remove stuttering caused by mismatches between the
display refresh rate and the video fps, while preserving the video's original
artistic qualities (no soap opera effect). It's supposed to make 24fps video
playback on 60hz monitors as close as possible to a 24hz monitor.
Instead of drawing a frame once once it's pts has passed the vsync time, we
redraw at the display refresh rate, and if we detect the vsync is between two
frames we interpolated them (depending on their position relative to the vsync).
We actually interpolate as few frames as possible to avoid a blur effect as
much as possible. For example, if we were to play back a 1fps video on a 60hz
monitor, we would blend at most on 1 vsync for each frame (while the other 59
vsyncs would be rendered as is).
Frame interpolation is always done before scaling and in linear light when
possible (an ICC profile is used, or :srgb is used).
These are now auto-detected sanely; and enabled whenever it would be a
performance or quality gain (which is pretty much everything except
bilinear/bilinear scaling).
Perhaps notably, with the absence of scale_sep, there's no more way to
use convolution filters on hardware without FBOs, but I don't think
there's hardware in existence that doesn't have FBOs but is still fast
enough to run the fallback (slow) 2D convolution filters, so I don't
think it's a net loss.
This is significantly faster for FBOs on most modern GPUs, although it
did not result in a huge difference for the video source texture on the
sizes I tested. It might be more significant for 1080p or 4K content, so
it's worth revisiting this in the future.
It also renames SAMPLE_BILINEAR to SAMPLE_TRIVIAL to match the
semantics.
This is better even for non-separable. The only exception is when using
bilinear for both lscale and cscale. I've fixed the
documentation/comments to make more sense.
This is not quite the same thing as madVR's antiringing algorithm, but
it essentially does something similar.
Porting madVR's approach to elliptic coordinates will take some amount
of thought.
This fixes compatibility with GLES 2.0 and makes the code a bit neater
in general. It also properly forces indirect scaling for subsampled
video regardless of the lscale setting.
At least the scale_sep_fbo could have been uninitialized or initialized
incorrectly when switching between scalers (e.g. from bilinear to
lanczos). Calling check_resize() should take care of this.
Instead of reading back the image from textures, keep a reference to the
original image, and return that.
The main reason this was done this way was that originally, images
weren't refcounted, and would be deallocated or overwritten as soon as
the VO's draw call returned. But now there isn't really a good reason
for this anymore. One possibly _could_ argue that it was better because
other code could reuse the image sooner (e.g. for the cache), but on the
other hand, the VO runs already on a different thread, and filtering and
decoding each run on other threads too, so this argument probably
wouldn't hold up.
There was a case when we could have rendered to an output surface while
it's still used for display. Not sure why the API doesn't do this
automatically.
Instead of converting the hw surface to an image in the VO, provide a
generic way to convet hw surfaces, and use this in the screenshot code.
It's all relatively straightforward, except vdpau is being terrible. It
needs a huge chunk of new code, because copying back is not simple.
Before this commit, each hw backend had their own specific struct types
for context, and some, like VDA, had none at all. Add a context struct
(mp_hwdec_ctx) that provides a somewhat generic way to pass the hwdec
context around. Some things get slightly better, some slightly more
verbose.
mp_hwdec_info is still around; it's still needed, but is reduced to its
role of handling delayed loading of the hwdec backend.
This also fixes the maximum range to 16.0, which was previously set to
32.0 and incorrectly documented as 8.0. 16 taps should be more than
anybody will ever need, but it's the highest radius that's supported by
all affected filters.
And remove all uses of the VFCAP_CSP_SUPPORTED* constants. This is
supposed to reduce conversions if many filters are used (with many
incompatible pixel formats), and also for preferring the VO's natively
supported pixel formats (as opposed to conversion).
This is worthless by now. Not only do the main VOs not use software
conversion, but also the way vf_lavfi and libavfilter work mostly break
the way the old MPlayer mechanism worked. Other important filters like
vf_vapoursynth do not support "proper" format negotation either.
Part of this was already removed with the vf_scale cleanup from today.
While I'm touching every single VO, also fix the query_format argument
(it's not a FourCC anymore).
I'm still not sure how exactly handling of "lost" devices is supposed
to be handled. In theory, you only have to "reset" the device, instead
of recreating _everything_. But as it is, the code for proper uninit
and for handling the reset is exactly the same, so move it into a
function to reduce code duplication and the danger of potential bugs.
Apparently, extremely crappy graphics drivers don't allow you to use
shaders. Simply disable use of shaders if this happens, and use the
"old" method instead.
One unexpectedly tricky thing is that you need a d3d_device to create
a shader, which in turn requires a window, so the initialization order
changes.
Don't load all the legacy functions (including ancient extensions).
Slightly simplify function loader and context creation, now that legacy
GL doesn't need to be handled. Remove the code for drawing OSD in legacy
mode.
Remove all the header hacks, which were meant for ancient OpenGL headers
which didn't even support things like OpenGL 1.3. Instead, adjust the
GLX check to make sure we get both OpenGL 3x and 2.1 symbols. For win32
and OSX, we assume that the user has the latest headers anyway. For
wayland, we hope that things somehow go right.
Simply clamp off the U/V components in the colormatrix, instead of doing
something special in the shader.
Also, since YA8/YA16 gave a plane_bits value of 16/32, and a colormatrix
calculation overflowed with 32, add a component_bits field to the image
format descriptor, which for YA8/YA16 returns 8/16 (the wrong value had
no bad consequences otherwise).
We still need to send the VO a duration in these cases. Disabling
framedrop has logically absolutely nothing to do with these cases; it
was overlooked in commit 918b06c4.
So we always send the frame duration (or a guess for it), and check
whether framedropping is actually enabled in the VO code. (It would
be cleaner to send framedrop as a flag, but I don't care about that
right now.)
Broke operation with GLSL.
Since 1D texture usage was apparently (and mysteriously) good for speed,
it might be added back, but it's unknown how to do so in a clean way.
The "ontop" and "border" properties already used a common
mp_property_vo_flag() function, and the corresponding VOCTRLs used the
same conventions. "fullscreen" is pretty similar, but was handled
slightly similar. Change how VOCTRL_FULLSCREEN behaves, and use the same
helper function for "fullscreen" as the other flags.
Fixes#1472.
(Maybe these options should have been named --autofit-max and
--autofit-min, but since --autofit-larger already exists, use
--autofit-smaller for symmetry.)
The last video frame is another case that has a separate code path,
although it's pretty similar to the one in commit 73e5aa87. Fix this
in a different way, which also takes care of the last frame case,
although without context the code becomes slightly more tricky.
As further cleanup, move the decision about framedropping itself to
the same place, so the check in vo.c becomes much simpler. The check
for the vo->driver->encode flag, which is remvoed completely, was
redundant too.
Fixes#1480.
After finding out more about how video mastering is done in the real
world it dawned upon me why the "hack" we figured out in #534 looks so
much better.
Since mastering studios have historically been using only CRTs, the
practice adopted for backwards compatibility was to simulate CRT
responses even on modern digital monitors, a practice so ubiquitous that
the ITU-R formalized it in R-Rec BT.1886 to be precisely gamma 2.40.
As such, we finally have enough proof to get rid of the option
altogether and just always do that.
The value 1.961 is a rounded version of my experimentally obtained
approximation of the BT.709 curve, which resulted in a value of around
1.9610336. This is the closest average match to the source brightness
while preserving the nonlinear response of the BT.1886 ideal monitor.
For playback in dark environments, it's expected that the gamma shift
should be reproduced by a user controlled setting, up to a maximum of
1.224 (2.4/1.961) for a pitch black environment.
More information:
https://developer.apple.com/library/mac/technotes/tn2257/_index.html
Support for taking screenshots when doing hardware decoding needs to be
added later.
This takes the last image queued to the VO, which is logically the image
the player thinks is on screen (so e.g. subtitles will match).
forget_frames() does not clear this, because seeking does not remove the
current image from the screen (until the next one is drawn).
For some reason, schedule_resize() can be called with everything set to
0. The code couldn't handle wl->window.aspect set to 0, converting NaNs
to integers. Just work this around.
(I have no idea what I'm doing. This is probably a corner case caused
by my broken-ish wayland setup.)
For some reason, mpv sometimes does not get a MapNotify event with
GtkSocket embedding. This happens maybe 1 out of 10 times. I'm not sure
how this can happen - it certainly shouldn't. Since I was not able to
find the cause, and causes an apparent "deadlock", here's a lazy hack to
fix the misbehavior.
Seems to work with GtkSocket and passing the gtk_socket_get_id() value
via "wid" option to mpv.
One caveat is that using <tab> to move input focus from mpv to GTK does
not work. It seems we would have to interpret <tab> ourselves in this
case. I'm not sure if we really should do this - it would probably
require emulating some other typical conventions too. I'm not sure if an
embedder could do something about this on the toolkit level, but in
theory it would be possible, so leave it as is for now.
Don't use vo_control() for sending VOCTRL_RESET when starting a seek.
This means vo_seek_reset() won't wait until the VO actually processed
VOCTRL_RESET. It happens asynchronously instead.
The impact of this change should be minimal, unless the VO is somehow
too busy (like blocking on vsync).
This avoids issues when upscaling directly in linear light, and is the
recommended way to upscale images according to imagemagick.
The default slope of 6.5 offers a reasonable compromise between
ringing artifacts eliminated and ringing artifacts introduced by
sigmoid-upscaling. Same goes for the default center of 0.75.
The previous implementation of opengl-cb kept only latest flipped frame.
This can cause massive frame drops because rendering is done asynchronously
and only the latest frame can be rendered.
This commit introduces frame queue and releated options to opengl-cb.
frame-queue-size: the maximum size of frame queue (1-100, default: 1)
frame-drop-mode: behavior when frame queue is full (pop, clear, default: pop)
The frame queue holds delayed frames and drops frames if the frame queue is
overflowed with next method:
'pop' mode: drops all the oldest frames overflown.
'clear' mode: drops all frames in queue and clear it.
With default options(frame-queue-size=1:frame-drop-mode=pop),
opengl-cb behaves in the same way as previous implementation effectively.
For frame-queue-size > 1, opengl-cb tries to calls update() without waiting
next flip_page() in order to consume queued frames.
Signed-off-by: wm4 <wm4@nowhere>
vo_opengl was crashing since f811348d because it passed NULL for the
events parameter to vo_control. Normally the parameter should not be
NULL, so add a hack to account for this. In particular, we should
handle the events that are returned. For the call in preinit() we
skip this, but it most likely has no meaning anyway, because in this
stage no window is visible yet.
This was always supposed to work.
Just add the option declaration. Normally I'm not a fan of duplicating
such things, but in this case it's (still) harmless.
This affects OSX, where memory profiles are updated e.g. on fullscreen
switches. The profile most likely doesn't change, but the LUT will
be generated and reloaded anyway.
Somewhat of a regression from commit f811348.
Fixes#1439.
If icc-path is set, but the thing is replaced with a memory profile,
then p->icc_path would point to deallocated memory.
Also, the NULL checks are unnecessary.
glXGetProcAddress() is outdated, and as far as I know doesn't give all
the guarantees the "new" ARB function gives.
Probably doesn't matter too much, because until now it always appeared
to work. On the other hand, since this function is (bogusly) used only
on the gl3 code path, it could have happened that users hit this, and
just reverted to vo_opengl_old instead.
When the given mp_image_params does not match with that of gl_video,
gl_video_config() always calls uninit_video() but calls init_video()
only if valid format is given.
Since uninit_video() does not change image_params of gl_video,
when the same params as the previous one is given to gl_video_config()
after gl_video is unitialized with invalid format, gl_video_config()
never calls init_video().
To prevent this, invalidate image_params of gl_video in uninit_video().
Previously we just forced loading a profile from file, but that has poor
integration for querying the OS / display server for an ICC profile, and
generating profiles on the fly (which we might use in the future for creating
preset 3dluts).
Also changed the previous icc-profile-auto code to use this mechanism, and
moved gl_lcms to be an opaque type with state instead of just providing pure
functions.
This makes vo_opengl_cb respond to controls like "gamma" and
"brightness". The commit includes an awkward refactor for vo_opengl to
make it easier for vo_opengl_cb.
One problem is a logical race condition. The set of supported controls
depends on the pixelformat, which in turn is set by reconfig(). But the
actual reconfig() call (on the renderer) happens asynchronously on the
renderer thread. At the time it happens, the player most likely already
tried to set some controls for command line options (see init_vo() in
video.c). So setting this command line options will fail most of the
time, though it could randomly succeed. This can't be fixed directly,
because the player can't wait on the renderer thread, because the
renderer thread might already wait on the player.
Although the line count increases, this is better for making sure
everything is handled consistently for all users of the mp_csp_params
stuff.
This also makes sure mp_csp_params is always initialized with
MP_CSP_PARAMS_DEFAULTS (for consistency).
Returning the property before the window is mapped could lead to
confusing behavior, and in particular strange differences between
vo_vdpau and vo_opengl. (vo_opengl creates the window right at the
start, while vdpau waits until the first reconfigure event.) It might
even be possible that for vo_opengl random results were returned,
because the hidden window can have different placement than the actual,
final one on initial video reconfig.
Fix this by returning the property only if the window is considered
mapped. command.c handles this case specifically, and makes the property
unavailable, instead of returning an empty list.
There are currently 568 pixel formats (actually fewer, but the namespace
is this big), and for each format elaborate synchronization was done to
call it synchronously on the VO. This is completely unnecessary, and we
can do with just a single call.
While there's no actual need to get rid of these, I want to make sure
nobody actually needs this stuff, and removing it is the best way to
get to know this. We still can revert this commit if it turns out there
is a significant need for this stuff.
The final goal is removing vo_opengl_old entirely. Add a warning, which
basically announces this intention.
This is only needed for switching video track with `_`, since Cocoa
automatically handles cleaning up the application's presentation options when
quitting the process.
Fixes#1399
The way we use rectangle textures (required by VDA for no reason) works
onl in OpenGL 3.0 or higher. Below that, the shader will fail to
compile. We could add support for older OpenGL versions, but that would
be a major pain.
This normally doesn't matter; mpv itself always creates OpenGL 3.2
contexts on OSX. But it could matter if a client API user uses
vo_opengl_cb, and gives it a 2.1 context (which OSX also allows you to
create).
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.
The details of the non-linear transformation from/to BT.2020's constant
luminance system don't really make sense with any other gamma curve,
since changing the gamma curve completely breaks the chroma channels.
vo_opengl was originally written against OpenGL 3 core, and it seems
GPUs/drivers supporting this are mostly sane. Later, it was made to work
with OpenGL 2.1 too. Lately we removed the requirement for RG textures,
and look, someone reported a problem with "lesser" Intel GPUs.
This commit does the same in vo_opengl what was added to vo_opengl_old a
long time ago.
Fixes#1383.
Using them reduces state change, since now at least vo_opengl_cb has to
setup/break the vertex array bindings on every frame if no VAOs are
available.
This reverts the VAO related change in commit f64665e7.
Originally, this code was written to have full control over the OpenGL
state, rather than having to cooperate with unknown components by being
embeded like vo_opengl_cb is meant to be. As a consequence, it was
thought to be ok to setup a global binding (if the context is below
OpenGL 3.0, which guarantees VAOs).
This could break badly. Fix it by setting up and breaking the bindings
on entry/exit.
GL_ARB_debug_output provides a logging callback, which can be used to
diagnose problems etc. in case the driver supports it. It's enabled only
if the vo_opengl "debug" suboption is set.
Now it accepts the same renderer arguments as vo_opengl. This also
disables debug checks by default, and reverts the background color
override. Both can now be controlled by the host application.
Whether we have texture_rg doesn't matter much anymore; the scaler
should be fine with this. But on ES 2.0, 1st class arrays are missing,
so even if filterable float textures should be available, it won't work.
Dithering (at least the "fruit" variant) will not work either, because
it uses floats.
Apparently GLES 2 and 3 do not support this. (The implementations I
tested with were derived from desktop OpenGL and were not overly strict
with this.)
This is no problem; just use GL_RGBA and mangle the channels in the
shader.
Also disable direct support for image formats like IMGFMT_RGB555 with
GLES; at least some of them are not supported in this form, and the
formats aren't important anyway.
Commit 0e8fbdbd removed the rg_texture requirement from vo_opengl;
commit 541f6731 changed to a more convenient method. Both commits broke
vo_opengl_old in some ways. vo_opengl_old always requires GL_ALPHA for
single-channel texture, because it draws the OSD without shaders and by
using certain blend modes.
So we need to explicitly distinguish between vo_opengl and vo_opengl_old
in the OSD renderer, and force fixed texture formats for vo_opengl_old.
The other logic is specific to the internals of vo_opengl. (Although it
might be possible to get the same result by playing with the old GL
fixed-function functions in vo_opengl_old. But seems like a waste of
time.)
Fixes#1370.
There are probably bugs with GLES support; also, if you somehow get GLES
instead of desktop GL on a desktop computer, something else is probably
wrong. So I see no point in using this automatically. We first need to
find out whether the GLES support works on real hardware, and whether
it is useful at all.
Apparently GLX can do this, so using EGL is not strictly required.
This code tries to create an ES context if creating a desktop GL context
fails. Also, a "x11es" backend for forcing ES (instead of desktop GL) is
added, mostly for testing and debugging.
Before this, missing additional but required functions were ignored.
("Main" functions still made it error out.) But we pretty much expect
that these are present on a given version level, and only an extremely
buggy OpenGL implementation would not do this.
Involve detection of software renderers in the probing properly. Other
VOs could handle probing also more gracefully, and e.g. produce less
noise if an API is unavailable. (Although other than the OpenGL VOs,
only vo_wayland will.)
Now the "sw" suboption for vo_opengl[_old] is strictly speaking not
needed anymore. Doing "--vo=opengl" disables the probing logic, and will
always force it, if possible.
Includes some simplifications as well.
Probably.
The version handling schema is a bit strange (and led to a tricky and
obvious bug), but it's quite similar to what OpenGL does at some places,
so I blame the OpenGL standard.
Rather basic support. Almost nothing works, and even if it does, it's
bound to be inefficient (due to texture upload). This was tested with
the nVidia desktop binary drivers, which provide GLES 2 support only.
However, nVidia is not known to be very strict about OpenGL, and the
driver is very new too, so the vo_opengl code will have bugs too.
This is needed for GLES 2 support. GLES 2 doesn't support
GL_UNPACK_ROW_LENGTH, and we shouldn't even use this constant, since a
GLES implementation could raise an error.
So set it only if neccessary, and leave it in the default state
otherwise. This also smuggles in a ES 2 fallback for glUploadTex(),
and querying an extension relevant for ES 2. For the alignment state
(GL_[UN]PACK_ALIGNMENT) do the same for symmetry. All 4 states
(alignment/rows x pack/unpack) are now assumed to be in their initial
states by default.
Also redo the PixelStorei handling in the function table. I could rebase
this, but look at the commit time.
Previously, this was sort of messed together with desktop OpenGL
loading. Add explicit support for ES, and clean up the mess. Also sort
the function arrays alphabetically (at least most of them).
In some cases, add functions to multiple sections. This keeps the number
of sections down.
Don't check for GL_ARB_vertex_array_object. This feature must be used in
OpenGL 3 core, while it may be not available at all in earlier versions,
and not using it if it's available as extension only has no advantages.
This commit also considers GLES 2, because actual support for it will be
added with a later commit.
Also get rid of some MPGL_VER() uses (see some commits ago).
This was a nice trick to get the mpv colormatrix directly into OpenGL,
because the memory representation happened to match.
Unfortunately, OpenGL ES 2 doesn't have glUniformMatrix4x3fv().
Even more unfortunately, the memory representation is now incompatible.
It would be nice to change it, but that would mean getting into a big
mess.
Really, this doesn't actually matter. It's printed as error only because
it was once thought to be an mostly unneeded fallback, but it turned out
this is still frequently needed, and users are getting confused.
For some reason, when using window embedding, and the window manager is
OpenBox, calling XSetWMNormalHints() before the window is mapped, the
initial window position will be off. It leaves some vertical space,
instead of placing it on the top/left corner. Suspiciously, the vertical
space is as much as a the height of normal window decoration.
I don't know what kind of issue this is. Possibly an OpenBox bug, but
then this happens even if the override-redirect flag is set. (This flag
basically tells the X server to ignore the window manager. Normally we
don't set it.) On other window managers, it works fine. So I don't know
why this is happening.
But this is easy to workaround. XSetWMNormalHints() isn't needed at all
if embedding.
Should fix#1235.
Always include the window position in winrc, even if the window
embedded. This should give the correct positions for things which still
interact with global coordinates, such as the xrandr code.
If GL_RED was not available, we used GL_ALPHA. But this is an
unnecessary complication, and it's easier to use GL_LUMINANCE instead.
With the latter, a texture will return the .r component set, and as long
as the shader doesn't look at the other components, the shader doesn't
need any changes.
Some of the changes added in 0e8fbdbd are now unneeeded.
Also, realign the entire gl_byte_formats_legacy table.
OpenGL 3.0 has the weird situation that it's "hard" to detect whether
legacy GL is really present. Since we pretend that we have OpenGL 3.0 if
we use GLES, it was assuming legacy GL is available.
Older OSX versions are missing some OpenGL 3 symbols, apparently. At
least there's some precedent in the headers. Just add the symbols
manually for now to fix OSX (on travis-ci) compilation.
Tested with MESA on software emulation. Seems to work well, although the
default FBO format in opengl-hq disables most interesting features. I
have no idea how well it will work on real hardware (or if it does at
all).
Unfortunately, some features, including playback of 10 bit video, are
not supported. Not sure what to do about this.
GLES 2 or 1 do not work.
Remove the readback stuff; it was a useless mess.
Don't test GL_R16 as FBO. The intention was to measure the effective
bitdepth of the texture, except that it was never actually done.
(There's also a OpenGL function which is supposed to retrieve the
bitdepth, but we don't use that either.)
I'm hoping this is generally more compatible, and it works with GLES.
This probably has not much of an effect on desktop GL. It also switches
only the default format for --vo=opengl, not --vo=opengl-hq.
"-hq" already uses GL_RGBA16, though since it's a sized format, the
story is a bit different, and it won't work on GLES either.