Unfortunately using dispatch_sync for synchronization turned out to be really
bad for us. It caused a wide array of race conditions, deadlocks, etc.
Moving to a very simple mutex. It's not clear to me how to do liveresizing
with this, for now it just flickers with is unacceptable (maybe I'll draw
black instead).
This should fix all the threading cocoa bugs. Reopen if it's not the case!
Fixes#751Fixes#1129
When the VO was moved it its own thread, responsibility for redrawing
was given to the VO thread itself. So if there was a condition that
indicated that redrawing was required, like expose events or certain
VOCTRLs, the VO thread was redrawing itself.
This worked fine, but there are some corner cases where this works
rather badly. E.g. if I fullscreen the player and hit panscan controls
with mpv's default autorepeat rate, playback stops. This happens because
the VO redraws itself after every panscan change command. Running each
(repeated) command takes so long due to redrawing and (involuntary)
waiting on vsync, that it never leaves the input processing loop while
the key is held down. I suspect that in my case, redrawing in fullscreen
mode just gets slow enough that it takes 2 vsyncs instead of 1 on
average, and the processing time gets larger than the autorepeat delay.
Fix this by taking redraw control from the VO, and instead let the
playloop issue a "real" redraw command to the VO if needed. This
basically reverts redraw handling to what it was before moving the VO to
a thread.
CC: @mpv-player/stable
Another fallout resulting from the changes whether or not to wait for
mapping the window. In this case, it obviously makes no sense to wait
for mapping, because the root window is always mapped. Mapping will
never happen, and it would wait forever.
Fixes#1139.
CC: @mpv-player/stable
At least on kwin, we decide to proceed without waiting for the window
being mapped (due to the frame exts hack, see commit 8c002b79). But that
leaves us with a window size of 0x0, which causes VdpOutputSurfaceCreate
to fail. This prints some warnings, although vo_vdpau recovers later and
this has no other bad consequences.
Do the following things to deal with this:
- set the "known" window size to the suggested window size before the
window is even created
- allow calling XGetGeometry on the window even if the window is not
mapped yet (this should work just fine)
- make the output surface minimum size 1x1
Strictly speaking, only one of these would be required to make the
warning disappear, but they're all valid changes and increase robustness
and correctness. At no point we use a window size of 0x0 as magic value
for "unset" or unknown size, so keeping it unset has no purpose anyway.
CC: @mpv-player/stable
When embedding, if the parent window is destroyed, it will cause mpv's
window to be destroyed as well. Since WM_USER wakeups are sent to the
window, destroying the window will prevent wakeups and cause uninit to
hang.
Fix this by quitting the event loop on WM_DESTROY. Events should only be
processed for the lifetime of the window, from CreateWindowEx to
WM_DESTROY. After the event loop is finished, mp_dispatch_queue_process
can handle any remaining requests.
Commit 64b7811c tried to do the "right thing" with respect to whether
keyboard input should be enabled or not. It turns out that X11 does
something stupid by design. All modern toolkits work around this native
X11 behavior, but embedding breaks these workarounds.
The only way to handle this correctly is the XEmbed protocol. It needs
to be supported by the toolkit, and probably also some mpv support. But
Qt has inconsistent support for it. In Qt 4, a X11 specific embedding
widget was needed. Qt 5.0 doesn't support it at all. Qt 5.1 apparently
supports it via QWindow, but if it really does, I couldn't get it to
work.
So add a hack instead. The new --input-x11-keyboard option controls
whether mpv should enable keyboard input on the X11 window or not. In
the command line player, it's enabled by default, but in libmpv it's
disabled.
This hack has the same problem as all previous embedding had: move the
mouse outside of the window, and you don't get keyboard input anymore.
Likewise, mpv will steal all keyboard input from the parent application
as long as the mouse is inside of the mpv window.
Also see issue #1090.
When pausing after a frame was just dropped, we're logically at the
dropped frame, and thus should redraw the dropped frame. This was
implemented, but didn't work after unpausing for the second time,
because of a minor logic bug.
vo_vdpau uses its own framedrop code, mostly for historic reasons. It
has some tricky heuristics, of which I'm not sure how they work, or if
they have any effect at all, but in any case, I want to keep this code
for now. One day it might get fully ported to the vo.c framedrop code,
or just removed.
But improve its interaction with the user-visible framedrop controls.
Make --framedrop actually enable and disable the vo_vdpau framedrop
code, and increment the number of dropped frames correctly.
The code path for other VOs should be equivalent. The vo_vdpau behavior
should, except for the improvements mentioned above, be mostly
equivalent as well. One minor change is that frames "shown" during
preemption are always count as dropped.
Remove the statement from the manpage that vo_vdpau is the default; this
hasn't been the case for a while.
vc->vsync_interval and vsync_interval should be the same value, but
actually vc->vsync_interval was updated after vsync_interval was
initialized. This was probably not intended. Fix this by removing the
duplicate local variable. There were probably no bad effects.
There's no reason to let the core wait until the frame is done
displaying. In practice, the core normally didn't need this additional
wakeup, and the VO was quick enough to fetch the new frame, before the
core even attempted to queue a new frame. But it wasn't entirely clean,
and the correct wakeup handling might matter in some cases.
Some window managers can prevent mapping of a window as a feature. i3
can put new windows on a certain workspace (with "assign"), so if mpv is
started on a different workspace, the window will never be mapped.
mpv currently waits until the window is mapped (blocking almost all of
the player), in order to avoid race conditions regarding the window
size. We don't want to remove this, but on the other hand we also don't
want to block the player forever in these situations.
So what we need is a way to know when the window manager is "done" with
processing the map request. Unfortunately, there doesn't seem to be a
standard way for this. So, instead we could do some arbitrary
communication with the WM, that may act as "barrier" after map request
and the "immediate" mapping of the window. If the window is not mapped
after this barrier, it means the window manager decided to delay the
mapping indefinitely. Use the _NET_REQUEST_FRAME_EXTENTS message as such
a barrier. WMs supporting this message must set the _NET_FRAME_EXTENTS
property on the mpv window, and we receive a PropertyNotify event. If
that happens, we always continue and cancel waiting for the MapNotify
event.
I don't know if this is sane or if there's a better mechanism. Also,
this works only for WMs which support this message, which are not many.
But at least it appears to work on i3. It may reintroduce flickering on
fullscreen with other WMs, though.
Merges pull request #1094, with some minor changes. mpv expects IEEE,
and IEEE allows divisions by 0 for floats, so these shouldn't actually
be a problem, but do it anyway for the sake of clang.
Signed-off-by: wm4 <wm4@nowhere>
1. Separate buffer and temporary file handling from the vo to make maintenance
and reading code easier
2. Skip resizing as much as possible if back buffer is still busy.
3. Detach and mark osd buffers for deletion if we want to redraw them and they
are still busy. This could be a possible case for the video buffers as
well. Maybe better than double buffering.
All the above steps made it possible to have resizing without any artifacts
even for subtitles. Also fixes dozen of bugs only I knew, like broken subtitles
for rgb565 buffers. I can now sleep at night again.
An attempt at fixing #1070. Apparently something goes wrong if the
video size is equal to the screen size. Since the window decorations
add to the window size, it must actually be larger than the screen.
Actually I don't know what exactly is going wrong, but since this
commit also slightly improves the behavior otherwise, it's a win
anyway.
Try to keep the window size strictly below screen size, even accounting
for window decorations. Size it down and center the window so that it
fits (by either touching the left/right or top/bottom screen borders).
I haven't found any information on what is the maximum allowed size and
position of a window so that it doesn't collide with the task bar, so
assume that we can use the entire screen, minus 1 pixel to avoid
triggering fullscreen semantics (if that is even possible).
reinit_window_state() will set VO_EVENT_RESIZE when it runs, so we
don't need to set it manually depending on the VOCTRL.
Probably avoids duplicated resize events. I don't expect this actually
fixes anything, but might help spotting other bugs easier (if there
are any).
This was kept in the codebase because it is slightly faster than --vo=opengl
on really old Intel cards (from the GMA era). Time to kill it, and let it rest.
Fixes#1061
When embedding a X window, it's hard to control whether it receives
mouse/keyboard input or not. It seems the X protocol itself makes this
hard (basically due to the outdated design mismatching with modern
toolkits), and we have to take care of these things explicitly.
Simply do this by manually querying and using the parent window event
flags.
This restores some MPlayer behavior (it doesn't add back exactly the
same code, but it's very similar).
This probably has some potential to interfere with libmpv embedding, so
bump the client API minor.
CC: @mpv-player/stable (if applied, client-api-changes.rst has to be
adjusted to include the 0.5.2 release)
bstr.c doesn't really deserve its own directory, and compat had just
a few files, most of which may as well be in osdep. There isn't really
any justification for these extra directories, so get rid of them.
The compat/libav.h was empty - just delete it. We changed our approach
to API compatibility, and will likely not need it anymore.
Regression since commit f14722a4. For some reason, this worked on
nvidia, but rightfully failed on mesa.
At least in C, the ## operator indeed needs two macro arguments, and
you can't just concatenate with non-arguments.
This change will most likely fix it.
CC: @bjin
Add a new parameter 'p' to gaussian filter. The new formula used
a different base taken from fmtconv plugin, so that the
new parameter is exactly same as the one used in Avisynth and
Vapoursynth.
The new default value is 2 / log(2) * 10, with the default value it
conforms to the original kernel taken from vector-agg.
Add two new options, make it possible for user to set the radius
for some of the filters with no fixed radius.
Also add three new filters with the new radius parameter supported.
If duration<0, it means the duration is unknown. Disable framedropping,
because end_time makes no sense in this case.
Also, strictly never drop the first frame.
This fixes weird behavior with the cover-art case (for the 100th time).
So talking to a certain Intel dev, it sounded like modern VA-API drivers
are reasonable thread-safe. But apparently that is not the case. Not at
all. So add approximate locking around all vaapi API calls.
The problem appeared once we moved decoding and display to different
threads. That means the "vaapi-copy" mode was unaffected, but decoding
with vo_vaapi or vo_opengl lead to random crashes.
Untested on real Intel hardware. With the vdpau emulation, it seems to
work fine - but actually it worked fine even before this commit, because
vdpau was written and designed not by morons, but competent people
(vdpau is guaranteed to be fully thread-safe).
There is some probability that this commit doesn't fix things entirely.
One problem is that locking might not be complete. For one, libavcodec
_also_ accesses vaapi, so we have to rely on our own guesses how and
when lavc uses vaapi (since we disable multithreading when doing hw
decoding, our guess should be relatively good, but it's still a lavc
implementation detail). One other reason that this commit might not
help is Intel's amazing potential to fuckup anything that is good and
holy.
This could be used by VO implementations to report a recent vsync time
to the generic VO code, which in turn will use it and the display FPS
to estimate at which point in time the next vsync will happen.
This uses glXGetVideoSyncSGI() to check how many vsyncs happened since
the last flip_page() call. It allows checking a pattern of vsync
increments of at most 2 elements. For example, to check ~24 fps playback
on a ~60 Hz monitor, this can be used:
--vo=opengl:check-pattern=[3-2]:waitvsync
Whether the reported results are accurate or just plain wrong may depend
on the driver and if the waitvsync sub-option is used. There are no
guarantees.
This option is undocumented, and may be removed again in the near or
distant future.
For debugging (drawing fun plots with TOOLS/stats-conv.py).
Also move last_flip under the correct comment: it's not protected by the
lock, and can be accessed by the VO thread only.
Only reports the most recently entered output if the window is displayed on
2 or more outputs. Should be changed to the lowest fps of all outputs the
window is visible. Until no one complains this will have to wait.
Look for the VO framedropping for more information on this topic.