Add the flag D3DCREATE_FPU_PRESERVE, which tells Direct3D not to switch
the FPU to single precision mode. Single precision mode would mean that
all floating point calculations are done in float precision, even if
using double variables.
The MSDN documentation seems to discourage use of this flag with scary
warnings about bad performance and stability, but I suspect in practice
switching off this completely unreasonable behavior is fine.
The case when the EOSD sub-images changed position, but didn't need
re-upload, wasn't handled correctly. If a subtitle script made text move
over the screen (without any other changes), the subtitle display wasn't
updated. vo_vdpau was not affected, because vdpau directly reads the
sub-image positions on every frame.
The fix could be simpler. It could recreate the vertex array every frame.
This commit keeps the optimization that nothing is done when the libass
native change detection doesn't report any change. Maybe this optimization
isn't worth doing, since recreating the vertex array is relatively cheap
compared to amount of work required to render complicated subtitles.
The eosd_packer_generate function returning 3 boolean flags is ugly.
Set the window title on win32 based VOs using the same logic as on X11
and Cocoa.
Until now, the window title when using vo_direct3d and vo_gl was hardcoded
to "MPlayer - The Movie Player", and vo_directx showed "MPlayer". Now it
will show "mplayer2", unless the --title or --use-filename-title options
are used.
Change the internal window class name to the string "mplayer2" too.
There are 4 code paths when taking a screenshot:
- textured rendering mode
- StretchRect rendering mode with planar formats
- StretchRect with packed formats
- full-window screenshot mode
The implementation of the full-window mode (capturing the window contents,
instead of the video) is very inefficient: it will create a surface of
desktop size, copy the desktop contents, allocate a new memory image, and
copy in the window contents. The code in screenshot.c will (as of now)
allocate and convert the image from BGR to RGB, and allocate a destination
buffer for the libavcodec PNG writer.
If parts of the mplayer window are obscured, the full-window mode wil
contain these parts as seen on the screen. Parts of the window that are
outside the bounds of the desktop are clipped away. It is not known
whether full-window mode works on multi-monitor setups.
Switching to fullscreen mode on Windows 7 didn't work: the window position
and size weren't set to fullscreen. It turns out that merely calling
SetWindowLong caused windows to send move/resize messages, which changed
the global variables that were supposed to contain the new window size.
Move the SetWindowLong call out of the way to guarantee that always the
correct values are used.
If the Direct3D device is "lost" (e,g, when minimizing mplayer, or when
another application uses Direct3D exclusive mode), we free it and try to
recrate the device. This can fail, and may fail for an extended period of
time, until D3D is available again and the device can be created. So we
basically have to provide all VO functionality while d3d_device is NULL.
Don't terminate if device creation fails, and re-add the NULL checks that
were removed in the commit "vo_direct3d: refactor D3D initialization and
reconfigure code".
If mplayer calls the VO's config() while the D3D device can not be
created, the VO will return an error and mplayer will terminate.
config() is typically called when new files are played, when ordered
chapter boundaries are crossed, or on other events.
This actually applies to YUV formats with 9-16 bit depths. This hack is
disabled by default, and the VO will use 16 bit textures normally.
It can be enabled by passing the no16bit-textures option is passed to
vo_direct3d. Then the VO will use D3DFMT_A8L8 as texture formats for the
YUV plane (instead of D3DFMT_L16), and compute the sampled two color
values back into one.
In some cases it might be undesireable to use 16 bit texture formats. At
least some OpenGL drivers on Linux (Mesa + Intel) round values sampled
from 16 bit textures back into 8 bit, which loses 8 from 10 bit color
information when playing 10 bit formats. It is unknown whether there are
D3D9 drivers which do this, so this commit might be removed later.
This simplifies the code and removes code duplication.
There should be no actual semantic differences to the previous code. The
only exception is that the new code doesn't query the display adapter's
desktop pixel format on backbuffer resizing anymore. In my opinion the
format can never change anyway, and if it does, it will cause the D3D
device to become "uncooperative" and we will recreate it in flip_page.
Remove attempts to handle d3d_device when it's NULL (outside of the
initialization paths). d3d_device can only be NULL if recreating a D3D
device, that was in "incooperative" state, fails. The current (and
previous) code seems to assume that this never happens. It is unlikely
that these NULL checks improved correct operation in any way, or at least
they won't anymore after the recent changes done to the code.
If it should be possible that a device can't be reset/recreated for a
while (during display resolution changes? when another D3D application is
in fullscreen mode?), another solution has to be found.
It is unknown why the code recreates the IDirect3D9 interface when the
device was uncooperative. At least on Windows XP + reference rasterizer,
resuming works without recreating it. Leave this code just in case.
Now using the "direct3d" VO will never make use of shaders. Instead, users
are supposed to use the direct3d_shaders VO entry, which is exactly the
same as direct3d, except with shaders enabled by default.
"direct3d" always uses the Direct3D StretcRect API call to render videos.
Playing formats not supported by this function will force mplayer to
insert a scale filter to convert video frames in software.
"direct3d_shaders" prefers shader color conversion, but can fall back to
StretchRect if the format can be handled. (This happens only with some
insignificant packed YUV formats.)
The minor reformats are mainly about adding more line breaks to fit a 80
column limit.
Using the new VO API implies removing all non-const global variables
(because that is one important goal of the new API), so do that as well.
The code already had all variables in a context struct, and changing all
the functions to pass this context struct along was all what had to be
done.
Also handle redrawing properly: if something changes that requires an
immediate redrawing operation (e.g. setting video equalizers when paused
or when playback is slow), vo->want_redraw should be set, instead of
redrawing on your own.
Use the 3D rendering functions and shaders to render the video frame. This
is very similar to vo_gl. Most planar formats with varying chroma shifts
and bit depths are supported (including 10 bit), as well as some RGB
formats. The old code that used D3D's StretchRect function is still
available, but will by default be used with the least priority.
Also implement video equalizers and colorspace selection. These use the
same code as vo_gl and vo_vdpau, and are available only if shader YUV
conversion is active.
The rendering is extremely simple and naive, there are no filters etc.
Since compiling shaders seems to require the 500 MB DirectX SDK, all
shaders come in pre-compiled form, and there is no make rule to compile
them. mplayer should be compilable without 500 MB of garbage.
The main problem is that compiling shaders within an application seems to
require d3dx9_*.dll, which isn't installed by default.
Add an option ("disable-texture-align") that allows making the video
textures exactly the same size as the source video. The code used to align
the OSD texture size on 16 for unknown reasons, but since this was perhaps
a good reason, this behavior is kept for video textures as well. (There is
a chance that the alignment improves performance and stability with some
drivers.) Passing this option disables this behavior. It is useful for
reducing texture filtering artifacts at the bottom/right borders.
The code locked the texture once for each OSD object that was rendered.
But there doesn't seem to be any good reason to do that, so lock it only
once during OSD rendering.
The OSD code used a shadow texture on systems that don't report
D3DDEVCAPS_TEXTURESYSTEMMEMORY. Do that for EOSD as well. Refactor the
OSD texture management code to reduce code duplication.
I have not the slightest clue about Direct3D9 texture management, so it
seems like a good idea not to do something different for EOSD textures,
even though the OSD code does exactly the same as far as texture handling
goes.
It's also worth noting that D3DDEVCAPS_TEXTURESYSTEMMEMORY doesn't seem to
be supported by most real systems [1], and maintaining a shadow copy in
system memory in order to update textures is required. The previous EOSD
texture code may or may not have worked on some or all real systems, I
can't really tell by reading the MSDN documentation only.
[1] http://www.kludx.com/capability.php?capability=17
The D3D state (the IDirect3DDevice9 and all textures and buffers) were
released and recreated in the config() function. This is completely
unnecessary. Instead explicitly handle changes. The video surface is only
reallocated if the video format or the video size changes. The OSD texture
is only reallocated if the window size is increased. The EOSD texture is
not released. Since the resize code is reused to deal with reconfig
changes, some of these improvements (and possible bugs) apply to normal
window resizing as well.
The required feature for this, VOCTRL_REDRAW_OSD, was unimplemented for
unknown reasons. It is trivial to add.
There is still a weird issue when switching the fullscreen state while
paused. I have no idea why this happens. The contents of the video should
survive the window reconfiguration (at least we don't free it), and we
explicitly redraw the screen after fullscreen.
The code assumed the last format passed to query_format will be the one
that is used on playback. This is probably true and thus didn't cause any
bugs, but make query_format side effect free just like the other VOs.
Clipping it makes the video output look extremely crappy. There seems no
good reason to do this, and VirtualBox is fine with overlays larger than
the screen.
The code used WM_WINDOWPOSCHANGING to force an spect ratio. This didn't
behave well if the left/top window borders were used for resizing.
Resizing with these borders changed the screen position of the right/bottom
as well, which is unintuitive and annoying.
Use WM_SIZING instead. Unlike WM_WINDOWPOSCHANGING, WM_SIZING knows about
which border is being used for resizing and can act accordingly.
Note that the calculated window size doesn't necessarily match with the
size mplayer calculates, but this problem exists on x11 as well.
This commit fixes various issues with the way the window position and
size is setup. Most importantly, it fixes some bugs with restoring from
fullscreen state.
Rename create_rendering_context() to reinit_window_state(). This function
doesn't create anything, it just sets the window bounds and styles.
Do not use vo_dx/dy for the window position, as video_out.c overwrites it
with each vo_config() call. Use private variables window_x/y instead.
A big cause for issues was that reinit_window_state() accidentally cleared
the WS_VISIBLE style. I suspect that the API call to temporarily hide the
window was a hack to deal with this. Another bug was that the window style
was changed without calling SetWindowPos with SWP_FRAMECHANGED (as the
MSDN documentation says).
Properly initialize window position and size on vo_config following the
same rules as the x11 backend:
- Never change the window position. The window position should be kept, as
the user might move the window, and resetting the window position e.g.
during ordered chapter playback is not desired.
- Never change the window size, unless the size of the video changes.
These rules don't apply to fullscreen. When switching from fullscreen to
windowed mode, the backend should restore the previous windowed size and
position. When the VO was reconfigured during playback (vo_config() etc.),
the saved window position and size should be changed according to the
rules above, even if the window was in fullscreen mode during
reconfiguring.
Note that these rules might be perceived as awkward by some users: if you
play multiple files with different resolutions, the window won't be
centered when playing the files after the first. This is not a bug.
Restore hunk disabling overlay when the Window is minimized.
This was accidentally removed in r33657.
Fixes bug 1950.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33894 b3059339-0415-0410-9bf9-f77b7e298cf2
Simplify code handling minimized state.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33895 b3059339-0415-0410-9bf9-f77b7e298cf2
Apply uncrustify to vo_directx.c.
The vast majority of changes are whitespace changes, but in some cases
{} was merged with other lines or a ; was removed after a } from a
switch and similar minor and obviously correct changes.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33896 b3059339-0415-0410-9bf9-f77b7e298cf2
Fix array layout uncrustify messed up.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33897 b3059339-0415-0410-9bf9-f77b7e298cf2
Remove pointless () and {}.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33898 b3059339-0415-0410-9bf9-f77b7e298cf2
Make NULL checks simpler/more consistent.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33899 b3059339-0415-0410-9bf9-f77b7e298cf2
Use FFMIN/FFMAX.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33901 b3059339-0415-0410-9bf9-f77b7e298cf2
Simplify struct initialization.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33902 b3059339-0415-0410-9bf9-f77b7e298cf2
Split out read/write part from data struct and make read-only
struct const.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33903 b3059339-0415-0410-9bf9-f77b7e298cf2
Store fixed-length string directly in struct, avoid pointer indirection.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33904 b3059339-0415-0410-9bf9-f77b7e298cf2
Replace some inappropriate while() loops with for()
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33905 b3059339-0415-0410-9bf9-f77b7e298cf2
Simplify some more struct initializations.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33906 b3059339-0415-0410-9bf9-f77b7e298cf2
Avoid typedef.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33907 b3059339-0415-0410-9bf9-f77b7e298cf2
Use struct initializer in one more case.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33908 b3059339-0415-0410-9bf9-f77b7e298cf2
Simplify printing of error strings.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@33909 b3059339-0415-0410-9bf9-f77b7e298cf2
Conflicts:
libvo/vo_directx.c
The name "MPlayer2" isn't used anywhere. It's either "MPlayer" or
"mplayer2". Make it more consistent by using "mplayer2" instead.
Note that the version string passed as network user-agent changes from
"MPlayer" to "mplayer2" as well.
The current code tried to print -1000 as unsigned integer if the
chapter time was unknown. Print -1 instead. This affects only the
-identify output used for slave mode, such as ID_CHAPTER_0_START.
Modify the YUV->RGB conversion matrix to take into account the
difference between the same color value being x/255 in a 8-bit texture
and x*256/65535 in a 16-bit texture (actually things are stored as
x*4/65535 for 10-bit color, but that can be ignored here). This 0.4 %
difference in the shader float value could make shades of gray in
10-bit (or generally more than 8 bit) YUV produce RGB values with
green slightly higher than red/blue.
Latest liblivemedia version disables APIs we need. The code still
exists in the library and the changelog says the old interface can be
enabled with "#define RTSPCLIENT_SYNCHRONOUS_INTERFACE". However, the
code on the library side is disabled by default too, and seems to be
disabled in distro packages, so defining that in the player does not
help (just delays the failure until link time). It's possible the
distro packages will be changed to enable this, but since dropping
live555 support is desirable anyway, change configure to disable
support by default at least for now.
The live555 code is the only part of the source that's in C++.
Including C headers in code compiled as C++ has caused issues at
times, so deleting this code would have a maintenance benefit.
Reportedly the rtsp support in Libav has improved, so there should
be less need for live555.
Remove the old EDL implementation that was activated with the --edl
option. It is mostly redundant and inferior compared to the newer
demux_edl support, though currently there's no support for using the
same EDL files with the new implementation and the mute functionality
of the old implementation is not supported. The main reason to remove
the old implementation at this point is that the mute functionality
would conflict with following audio volume handling changes, and
working on the old code would be a wasted effort in the long run as at
some point it would be removed anyway.
The --edlout functionality is kept for now, even though after this
commit there is no code that could directly read its output.
Changing the volume when softvol is enabled or if the audio output driver
doesn't support volume controls causes insertion of the "volume" filter.
This fails with AC3. Since the filter wasn't removed after that, and the
filter chain was in a bogus state, random crashes occured past this
point.
Fix it by reinitializing the filter chain completely on failure. Volume
controls simply won't work. (This can't be fixed, because AC3 is a
compressed format, and would require additional decoding/encoding passes
in order to support arbitrary volume changes.)
This also affects balance controls.
Windows uses a legacy codepage for char* / runtime functions accepting
char *. Using UTF-8 as the codepage with setlocale() is explicitly
forbidden.
Work this around by overriding the MSVCRT functions with wrapper
macros, that assume UTF-8 and use "proper" API calls like _wopen etc.
to deal with unicode filenames. All code that uses standard functions
that take or return filenames must now include osdep/io.h. stat()
can't be overridden, because MinGW-w64 itself defines "stat" as a
macro. Change code to use use mp_stat() instead.
This is not perfectly clean, but still somewhat sane, and much better
than littering the rest of the mplayer code with MinGW specific hacks.
It's also a bit fragile, but that's actually little different from the
previous situation. Also, MinGW is unlikely to ever include a nice way
of dealing with this.
mp_ass_configure() (first time setup for subtitle options) and
mp_ass_reload_options() (update options) duplicated the code for
setting some options. There is no reason why they shouldn't use the
same code.
Some of the code, especially the dshow and windows codec loader parts,
are extremely hacky and likely full of bugs. The goal is merely getting
rid of warnings that could obscure more important warnings and actual
bugs, instead of fixing actual problems. This reduces the number of
warnings from over 500 to almost the same as when compiling on Linux.
Note that many problems stem from using the ancient wine-derived
windows headers. There are some differences to the "proper" windows
header. Changing the code to compile with the proper headers would be
too much trouble, and it still has to work on Unix.
Some of the changes might actually break compilation on legacy MinGW,
but we don't support that anymore. Always use MinGW-w64, even when
compiling to 32 bit.
Fixes some warnings in the win32 loader code on Linux too.
MinGW maps the "printf" format string archetype to the non-standard
MSVCRT functions, even if __USE_MINGW_ANSI_STDIO is defined and set
to 1. We need to use "gnu_printf" to use the format strings as provided
by vsnprintf and similar functions to get correct warnings.
Since "gnu_printf" isn't necessarily available on other GCC compatible
compilers (such as clang), do this only on MinGW.
This makes MinGW redirect certain stdio functions (such as the sprintf
family) from the MSVCRT libc to a standard compliant MinGW
implementation.
This fixes a crash in talloc.c when compiling mplayer with MinGW-w64.
The problem is most likely with talloc_vasprintf(), which calls
vsnprintf with a small buffer and checks its return value to find out
how much space the formatted string requires. Without this commit,
vsnprintf would always return -1, and then the code calls abort().
(lachs0r figured out this one.)
The _UWIN define causes the mingw headers not to declare deprecated (on
Windows) function names such as open and mkdir. But the code uses these. I
have no idea why this used to work (if it even did), but the original
reason why it was defined seems to have vanished.
If --enable-cross-compile is specified, passing
--target=i686-w64-mingw32 for example will check if
i686-w64-mingw32-gcc can be used. This is only done if the compiler
isn't specified via --cc or the CC environment variable.
The same is done for some other build tools, such as pkg-config.
(Only the C compiler will try to use a fallback in this case.)
This didn't work very well when cross compiling from Linux to Windows:
it tries to execute an .exe file, which succeeds if wine is installed.
As consequence it detects "no" as result.
In general this won't work if emulation for the target architecture is
available. Remove it.
When the build wrapper repo scripts run configure they set a custom
PKG_CONFIG_PATH environment variable. Show the value of this in
config.log to make it easier to rerun configure with a tweaked version
of the same parameters. Also show CFLAGS if set, as it's likely to
break things.
This is a minor simplification. The original intend was to only open a
file if opening the image encoder went well, but this obscure special
case is not worth bothering the image writer functions with more error
handling.
This adds the --screenshot-template option, which specifies a template
for the filename used for a screenshot. The '%' character is parsed as
format specifier. These format specifiers insert metadata into the
filename. For example, '%f' is replaced with the filename of the
currently played file.
The following format specifiers are available:
%n Insert sequence number (padded with 4 zeros), e.g. "0002".
%0Nn Like %n, but pad to N zeros (N = 0 to 9).
%n behaves like %04n.
%#n Like %n, but reset the sequence counter on every screenshot.
(Useful if other parts in the template make the resulting
filename already mostly unique.)
%#0Nn Use %0Nn and %#n at the same time.
%f Insert filename of the currently played video.
%F Like %f, but with stripped file extension ("." and rest).
%p Insert current playback time, in HH:MM:SS format.
%P Like %p, but adds milliseconds: HH:MM:SS.mmmm
%tX Insert the current local date/time, using the date format X.
X is a single letter and is passed to strftime() as "%X".
E.g. "%td" inserts the number of the current day.
%{prop} Insert the value of the slave property 'prop'.
E.g. %{filename} is the same as %f. If the property doesn't
exist or is not available, nothing is inserted, unless a
fallback is specified as in %{prop:fallback text}.
%% Insert the character '%'.
The strings inserted by format specifiers will be checked for
characters not allowed in filenames (including '/' and '\'), and
replaced with the placeholder '_'. (This doesn't happen for text that
was passed with the --screenshot-template option, and allows specifying
a screenshot target directory by prefixing the template with a relative
or absolute path.)