This change introduces a vulkan interop path for the vaapi hwdec.
The basic principles are mostly the same as for EGL, with the
exported dma_buf being imported by Vukan. The biggest difference
is that we cannot reuse the texture as we do with OpenGL - there's
no way to rebind a VkImage to a different piece of memory, as far
as I can see. So, a new texture is created on each map call.
I did not bother implementing a code path for the old libva API as
I think it's safe to assume any system with a working vulkan driver
will have access to a newer libva.
Note that we are using separate layers for the vaapi surface, just
as is done for EGL. This is because libplacebo doesn't support
multiplane images.
This change does not include format negotiation because no driver
implements the vk_ext_image_drm_format_modifier extension that
would be required to do that. In practice, the two formats we care
about (nv12, p010) work correctly, so we are not blocked. A separate
change had to be made in libplacebo to filter out non-fatal validation
errors related to surface sizes due to the lack of format negotiation.
New releases of VDPAU support decoding 4:4:4 content, and that comes
back as NV24 when using 'direct mode' in OpenGL Interop. That means we
need to be a little bit smarter about how we set up the OpenGL
textures.
If the compositor sends a configure event before the surface is initially
mapped, resize gets called before the egl_window gets created, resulting
in a crash in wl_egl_window_resize.
This was fixed back in 618361c697, but was reintroduced when the wayland
code was rewritten in 68f9ee7e0b.
While `ra` supports the concept of a texture as a storage
destination, it does not support the concept of a texture format
being usable for a storage texture. This can lead to us attempting
to create a texture from an incompatible format, with undefined
results.
So, let's introduce an explicit format flag for storage and use
it. In `ra_pl` we can simply reflect the `storable` flag. For
GL and D3D, we'll need to write some new code to do the compatibility
checks. I'm not going to do it here because it's not a regression;
we were already implicitly assuming all formats were storable.
Fixes#6657
This started as a desperate attempt to lower the memory requirement
of error diffusion, but later it turns out that this change also
improved the rendering performance a lot (by 40% as I tested).
Errors was stored in three uint before this change, each with 24bit
precision. This change encoded them into a single uint, each with 8bit
precision. This reduced the shared memory usage, as well as number of
atomic operations, all by three times.
Before this change, with the minimum required 32kb shared memory, only
the `simple` kernel can be used to render 1080p video, which is mostly
useless compare to `--dither=fruit`. After this change, 32kb can
handle `burkes` kernel for 1080p, or `sierra-lite` for 4K resolution.
error diffusion requires two texture rendering pass. The existing code
reuses `screen_tex` and creates another for such purpose. This works
generally well for opengl, but could potentially be problematic for
vulkan, due to its async natural.
This is a straightforward parallel implementation of error diffusion
algorithms in compute shader. Basically we use single work group with
maximal possible size to process the whole image. After a shift
mapping we are able to process all pixels column by column.
A large ring buffer are allocated in shared memory to speed things up.
However the size of required shared memory depends linearly on the
height of video window (or screen height in fullscreen mode). In case
there is no enough shared memory, it will fallback to `--dither=fruit`.
The maximal allowed work group size is hardcoded as 1024. Ideally we
could query `GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS`. But for whatever
reason, it seems most high end card from nvidia and amd support only
the minimal required value, so I guess we can stick to it for now.
When the D3D11 backend was first written, SPIRV-Cross only had a C++ API
and no guarantee of API or ABI stability, so instead of using
SPIRV-Cross directly, mpv used an unofficial C wrapper called crossc.
Now that KhronosGroup/SPIRV-Cross#611 is resolved, SPIRV-Cross has an
official C API that can be used instead, so remove crossc and use
SPIRV-Cross directly.
The calculation of scale factor involves 32-bit float, and a strict
equality test will effectively ignore `--scaler-resizes-only` option
for some non-integer scale factor.
Fix this by using non-strict equality check.
since the none native fs is a special legacy case it needs a special
quit routine. it indefinitely waited for an exit fs screen event to
shutdown properly, though that event only fires for the native fs.
now we check if we really are using a native fullscreen and if not
shutdown immediately.
Fixes#6704
These were unnecessary for a couple of reasons, but it seems like the
old code went through a lot of effort to avoid duplicating the code to
print a RECT, even though the windowrc gets printed anyway at the end of
the function.
Avoid printing the same windowrc twice by only printing it when it gets
changed (in the w32->current_fs branch.)
This allows to select the drm mode using a string specification. You
can either select the the preferred mode, the mode with the highest
resolution, by specifying WxH[@R] or by its index in the list of modes
as before.
This was implemented by using OPT_STRING_VALIDATE for drm-mode,
instead of OPT_INT. Using a string here also prepares for future
additions to drm-mode that aim to allow specifying a mode by its
resolution.
It is useful when debugging to be able to force atomic off, or as a
workaround if atomic breaks for some user. Legacy modesetting is less
likely to break by virtue of being a less complex API.
The amount of code now present that's specific to Vulkan or OpenGL
has reached the point where we really want to split it out to
avoid a mess of #ifdefs.
At the same time, I'm moving the code to an api neutral location.
the force unwrapping of optionals caused many unpredictable segfaults
instead of gracefully exiting or falling back. besides that, it is bad
practice and the code is a lot more stable now.
This change updates the vulkan interop code to work with the
libplacebo based ra_vk, but also introduces direct VkImage
sharing to avoid the use of the intermediate buffer.
It is also necessary and desirable to introduce explicit
semaphore bsed synchronisation for operations on the shared
images.
Synchronisation means we can safely reuse the same VkImage for every
mapped frame, by ensuring the frame is copied to the VkImage before
mapping the next frame.
This functionality requires a 417.xx or newer nvidia driver, due to
bugs in the VkImage interop in the earlier 411 and 415 drivers.
It's definitely worth the effort, as the raw throughput is about
twice that of implementation using an intermediate buffer.
When interacting directly with libplacebo, we may need to pass a
pl_fmt based on an ra_format. Although the mapping is currently
trivial, it's worth wrapping to make it easy to adapt if this
changes in the future.
This commit rips out the entire mpv vulkan implementation in favor of
exposing lightweight wrappers on top of libplacebo instead, which
provides much of the same except in a more up-to-date and polished form.
This (finally) unifies the code base between mpv and libplacebo, which
is something I've been hoping to do for a long time.
Note: The ra_pl wrappers are abstract enough from the actual libplacebo
device type that we can in theory re-use them for other devices like
d3d11 or even opengl in the future, so I moved them to a separate
directory for the time being. However, the rest of the code is still
vulkan-specific, so I've kept the "vulkan" naming and file paths, rather
than introducing a new `--gpu-api` type. (Which would have been ended up
with significantly more code duplicaiton)
Plus, the code and functionality is similar enough that for most users
this should just be a straight-up drop-in replacement.
Note: This commit excludes some changes; specifically, the updates to
context_win and hwdec_cuda are deferred to separate commits for
authorship reasons.
half of the materials we used were deprecated with macOS 10.14, broken
and not supported by run time changes of the macOS theme. furthermore
our styling names were completely inconsistent with the actually look
since macOS 10.14, eg ultradark got a lot brighter and couldn't be
considered ultradark anymore.
i decided to drop the old option --macos-title-bar-style and rework
the whole mechanism to allow more freedom. now materials and appearance
can be set separately. even if apple changes the look or semantics in
the future the new options can be easily adapted.
setting the appearance of the window to nil will always use the system
setting and changes on run time switches too. this is only the case for
macOS 10.14.
quite a lot of the title bar functionality and logic was within our
window. since we recently added a custom title bar class to our window
i decided to move all that functionality into that class and in its
own file.
this is also a preparation for the next commits.
i found the old pixel format creation a bit too messy. pixel format
attribute arrays and look ups were all over the place, the actual logic
what kind of format was created was inscrutable, the software pixel
format was hardcoded and no probing was done.
i split the attributes into mandatory and optional ones, one mandatory
for a hardware and software pixel format each, and moved those to the
top of the class. that way new attributes can be easily added to either
the mandatory or optional attributes and they don't mess up the actual
pixel creation logic any more. furthermore both hardware and software
pixel formats are being probed the same way now. to minimise code
duplications the probing was moved into its own function.
only the dragged types NSFilenamesPboardType and NSURLPboardType were
supported to be dropped on the window, which was inconsistent with the
dragged types the dock icon supports. the dock icon additional supports
strings that represents an URL or a path. the system takes care of
validating the strings properly in the case of the dock icon, but in the
case of dropping on the window it needs to be done manually.
support for strings is added by also allowing the NSPasteboardTypeString
type and manually validating the strings. strings are split by new lines
and trimmed, to also support a list of URLs and paths. every new element
is checked if being an URL or path and only then being added to the
playlist.
on init an NSWindow can't be placed on a none Main screen NSScreen
outside the Main screen's frame bounds.
To fix this we just check if the target screen is different from the
main screen and if that is the case we check the actual position with
the expect one. if they are different we try to reposition the window
to the wanted position.
Fixes#6453
when quitting mpv in fullscreen the System always switchs to Space 1
regardless of which Space mpv was on previous to switching to fs. to fix
this we close the window before quitting fs. that way the System
switches back the the Space mpv was previous on before fs.
new events were added but not fetched by the vo, because we didn't
signal the vo that new events were available.
actually wakeup the vo when new events are available.
Regression from 8e3308d687.
Broken cases were:
* --no-cursor-autohide acted like --cursor-autohide=always.
* --cursor-autohide-fs-only always hid the cursor if starting
non-fullscreen; entering fullscreen at least once fixed it.
The old size limit was chosen before LUT texture was supported in user
shader. At that time, the whole user shader will be compiled and run
on GPU, which makes large user shader impractical to be used.
With the introduction of LUT texture, the old size limit doesn't make
any sense. For example, a 1024x1024 rgba16f LUT will cost 32MB shader
size.
Fix this by increasing the size limit to a value that's unlikely be
reached.
Manual changes done:
* Merged the interface-changes under the already master'd changes.
* Moved the hwdec-related option changes to video/decode/vd_lavc.c.
modulo operator could be used to check if size is multiple of a
certain number.
equal operator could be used to verify if size of different textures
aligns.