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Commit Graph

2202 Commits

Author SHA1 Message Date
Rostislav Pehlivanov
f918ec4b2b wayland_common: flush wakeup_pipe on a wakeup
Missed during the recent changes.
Also simplify error checking code and check for POLLNVAL
as well (the display fd was never actually checked to be valid).
2016-07-30 00:02:39 +02:00
Rostislav Pehlivanov
c3e11f7b7c osdep/io: introduce mp_flush_wakeup_pipe()
Makes a fairly common occurence with wakeup_pipes easier to handle.
2016-07-30 00:02:39 +02:00
Rostislav Pehlivanov
f3f4e048d8 wayland_common: remove untested/unusable wayland dnd code
Not worth keeping 200 lines of untestable as of today code which might
be broken, if it hasn't been already.
2016-07-30 00:02:39 +02:00
Niklas Haas
46b60a3e72 vo_opengl: remove the 3dlut-size npot2 restriction
This requires changing the pixel upload alignment because the odd sizes
might not be aligned to multiples of 4.

Anyway, the restriction has no real benefit and the sizes in between 32
and 64 might be worth using, so just drop it.
2016-07-25 12:50:11 +02:00
Niklas Haas
f127869037 vo_opengl: reduce default 3dlut-size to 64x64x64
Following testing after ebe798a, this is a more than sufficient size to
cover our use case.

The old default was a drop of about 58 dB PSNR using the old code, and
this new default is about 65 dB PSNR, so it's actually an improvement
despite resulting in a smaller size.

There was no outlier whatsoever when comparing sizes around the 64
neighbourhood (with every step corresponding to a PSNR drop of about
0.07 dB), so I picked this since it's a power of two and requires no
change to the current 3dlut-size parsing logic.

I also tested smaller sizes such as 32x32x32 which performed almost as
well on colorful samples, but this results in noticeable black boost in
the dark regions, which is pretty undesirable. Therefore, we should
avoid going much further below 64x64x64.

Either way, this new size is so fast to compute that the 3dlut cache is
almost useless on my end. In fact, it might even be slower to load the
profile from the cache than to recompute it from scratch. (For caches on
a disk. For cache on a tmpfs, it makes no difference)
2016-07-25 12:50:04 +02:00
wm4
cb4342dda4 x11: do not accidentally discard event flags
It seems vo_x11_check_events() was supposed to return the currently
flagged events and reset them. But there are many places where
vo_x11_check_events() is called without checking its return value. This
could lead to forgotten events.

Change the code such that they can't get lost.
2016-07-25 11:28:06 +02:00
Niklas Haas
ebe798a333 vo_opengl: increase 3DLUT accuracy at lower LUT sizes
This code had the exact same texture indexing bug that the original
scaler code had before the introduction of the LUT_POS macro to fix it.

We can re-use this same macro here, and the performance drop is
virtually entirely negligible. The benefit is greatly improved LUT
accuracy as the 3DLUT size decreases - in particular, the old LUT
started introducing more and more black crush the lower your LUT size is
(because the error was essentially an over-contrast bias, with a
magnitude linearly related to the lut size).

The new code improves black stability as the LUT size decreases, and
only at very low values (16 and below) do black levels start noticeably
getting affected (due to crude linearization of the nonlinear response
curve).

The default value of 3dlut-size is definitely generous enough for this
to make no difference out of the box, but it also causes no performance
drop at all on my machine so I see no harm in improving the logic.
Furthermore, this means we could easily decrease the default 3dlut size
in a future commit, perhaps even down to 64x64x64 as a default. (But
more testing is warranted here)
2016-07-25 10:26:45 +02:00
wm4
99d9921f39 vo_opengl: glctx can be NULL during init
This fixes a crash that can happen with the Cocoa backend: it calls
vo_wakeup() during init, which calls vo_opengl.c/wakeup().

Fixes #3360.
2016-07-21 16:07:15 +02:00
wm4
16d276308a x11, wayland: do not accidentally close FD 0
Both backends have code to close each FD of their wakeup_pipe array.
This array is default-initialized with 0, which means if the backends
exit before the wakeup pipe is created (e.g. when probing), they would
close FD 0.

Initialize the FDs with -1. Then we call close(-1) in these situations,
which is perfectly allowed and has no bad consequences.
2016-07-21 15:18:32 +02:00
wm4
b4acfcc8aa vo: remove now unused event_fd handling 2016-07-21 14:48:30 +02:00
Rostislav Pehlivanov
c6b83fec7d wayland_common: make function declaration consistent
Half the code had a space before the arguments and half didn't.
2016-07-21 14:45:40 +02:00
Rostislav Pehlivanov
c0ef3cf9c2 wayland: port to the new wakeup/wait_events framework
This fits natively into the vo/backend and allows to simplify the
polling code.
One new change is the fact that surface_handle_enter flags VO_EVENT_WIN_STATE
and VO_EVENT_RESIZE instead of only VO_EVENT_WIN_STATE. Before this, the code
hackily relied on the timeout and the loop in the wait_frame function to track
and set the scaling factor. Instead, this triggers mpv to run a schedule_resize
and adjust the new VO output dimensions immediately. This is also more accurate
since surface_handle_enter() gets called when a surface is created, moved and
resized, which is exactly what the rest of the player might be interested in.
2016-07-21 14:45:38 +02:00
Niklas Haas
7d01a16f64 vo_opengl: add a tscale=linear direct implementation
This uses GLSL mix() instead of going through an indirect texture
access. Easy to implement and might require less resources on some
devices, since the oversample code was already essentially just a
special case of this.

Could be made the new default (as per issue #2685), but that should be
done in a separate commit.
2016-07-21 11:26:19 +02:00
Akemi
f53c7f1a78 cocoa: remove unused icc profile variables 2016-07-21 08:48:45 +02:00
Akemi
7531275f62 cocoa: update screen fps only if necessary
we don't need to update the display refresh rate
when going fullscreen or updating the colour profile
2016-07-21 08:48:37 +02:00
wm4
fde784129f x11: stop using vo.event_fd
Instead let it do its own event loop wakeup handling.
2016-07-20 20:52:08 +02:00
wm4
bd9c0a10e5 vo_opengl: allow backends to provide callbacks for custom event loops
Until now, this has been either handled over vo.event_fd (which should
go away), or by putting event handling on a separate thread. The
backends which do the latter do it for a reason and won't need this, but
X11 and Wayland will, in order to get rid of event_fd.
2016-07-20 20:42:30 +02:00
Rostislav Pehlivanov
e11a20a812 vo_wayland: fix high CPU usage due to busy polling
There's no need to call wl_display_flush() since all the client-side
buffered data has already been flushed prior to polling the fd.
Instead only check for POLLIN and the usual ERR+HUP.
2016-07-19 10:01:51 +02:00
wm4
64cd0f4292 x11: skip ICC update on every window move
Don't just cause vo_opengl to update the ICC profile every time the
window is moved. Instead, explicitly check if the screen was changed.

Mostly untested.
2016-07-18 13:06:38 +02:00
wm4
48f9ea7104 videotoolbox: add yuv420p to --videotoolbox-format 2016-07-15 13:04:17 +02:00
wm4
ae94f329a9 vo_opengl: hwdec: reset hw_subfmt field
In theory, mp_image_params with hw_subfmt set to non-0 if imgfmt is not
a hwaccel format is invalid. (It worked fine because nothing checks this
yet.)
2016-07-15 13:04:17 +02:00
wm4
85488f6892 video: change hw_subfmt meaning
The hw_subfmt field roughly corresponds to the field
AVHWFramesContext.sw_format in ffmpeg. The ffmpeg one is of the type
AVPixelFormat (instead of the underlying hardware format), so it's a
good idea to switch to this too for preparation.

Now the hw_subfmt field is an mp_imgfmt instead of an opaque/API-
specific number. VDPAU and Direct3D11 already used mp_imgfmt, but
Videotoolbox and VAAPI had to be switched.

One somewhat user-visible change is that the verbose log will now always
show the hw_subfmt as image format, instead of as nonsensical number.

(In the end it would be good if we could switch to AVHWFramesContext
completely, but the upstream API is incomplete and doesn't cover
Direct3D11 and Videotoolbox.)
2016-07-15 13:04:17 +02:00
James Ross-Gowan
43e811cb4b vo_opengl: angle: use WARP if there are no hw adapters
This should get mpv working on Windows 7 machines without hardware
accelerated graphics adapters. It already worked on Windows 8 and up
because those systems would silently fall back to WARP if there was no
graphics hardware installed.

The normal MPGL_CAP_SW flag is not set, so unlike other opengl backends,
this will choose a software adapter even if opengl:sw is not specified.
The reason for this is, unlike on Linux, where vo_xv and vo_x11 can be
used, mpv on Windows does not have any VO to fall back on when hardware
acceleration isn't available, so if software adapters are rejected, the
user won't see any video output when using the default settings. WARP
seems to perform quite well, so it should be used in this case.
2016-07-12 20:26:41 +10:00
James Ross-Gowan
5a6ba2a4fd vo_opengl: angle: try D3D9 when D3D11 fails eglInitialize
This will happen when D3D11 is present on the machine but the supported
feature level is too low.
2016-07-11 22:07:13 +10:00
Jakub Wilk
34a33ebd4d vo_xv, vo_x11: fix typos in warnings 2016-07-09 14:35:41 +02:00
wm4
35be389031 x11: add missing FocusChangeMask
So we actually get FocusOut events. Disables key repeat when losing
focus while a key is down.
2016-07-08 16:36:53 +02:00
wm4
f2110f582d vo_vdpau: minor simplification
Remove some indirections that aren't needed anymore.
2016-07-07 16:10:53 +02:00
Niklas Haas
329a7147d0 csp: document deviations from the references where they occur
These mostly happen in situations where the correct behavior is
relatively new and not found in the wild (therefore not worth
implementing) and/or extremely complicated (and thus not worth worrying
about the potential edge cases and UI changes).

Still, it's best to document these where they happen to guide the poor
souls maintaining these files in the future.
2016-07-05 19:16:49 +02:00
Ben Boeckel
4f4eea6b44 x11_common: silence xdg-screensaver
Some screen lockers have a habit of dumping output to the terminal when
their output is reset. Ignore its output to keep the TTY output clean.
2016-07-05 19:16:01 +02:00
James Ross-Gowan
6a3da439cd vo_opengl: angle: update the swapchain on resize
This uses eglPostSubBufferNV to trigger ANGLE to check the window size
and update the size of the swapchain to match, which is recommended
here: https://groups.google.com/d/msg/angleproject/RvyVkjRCQGU/gfKfT64IAgAJ

With the D3D11 backend, using eglPostSubBufferNV with a 0-sized update
region will even skip the Present() call, meaning it won't block for a
vsync period. Hopefully ANGLE will have a less hacky way of doing this
in future. See the relevant ANGLE issue: http://anglebug.com/1438

Fixes #3301
2016-07-04 22:04:37 +10:00
wm4
f98e1b0b96 vo_opengl: error out gracefully when trying to use FBOs without FBO API
This can for example happen with vo_opengl_cb, if it is used with a GL
implementation that does not supports FBOs. (mpv itself should never
attempt to use FBOs if they're not available.)

Without this check it would trigger an assert() in our dummy
glBindFramebuffer wrapper.

Suspected cause of #3308, although it's still unlikely.
2016-07-04 13:34:31 +02:00
Niklas Haas
be230d16e5 vo_opengl: move eval_szexpr to user_shaders.c
This moves some of the bulky user-shader specific logic into the file
dedicated to it. Rather than expose video.c state, variable lookup is
now done via a simulated closure.
2016-07-03 19:42:52 +02:00
Niklas Haas
923e3c7b20 vo_opengl: generalize HDR tone mapping mechanism
This involves multiple changes:

1. Brightness metadata is split into nominal peak and signal peak.

For a quick and dirty explanation: nominal peak is the brightest value
that your color space can represent (i.e. the brightness of an encoded
1.0), and signal peak is the brightest value that actually occurs in
the video (i.e. the brightest thing that's displayed).

2. vo_opengl uses a new decision logic to figure out the right nom_peak
and sig_peak for all situations. It also does a better job of picking
the right target gamut/colorspace to use for the OSD. (Which still is
and still should be treated as sRGB). This change in logic also
fixes #3293 en passant.

3. Since it was growing rapidly, the logic for auto-guessing / inferring
the right colorimetry configuration (in pass_colormanage) was split from
the logic for actually performing the adaptation (now pass_color_map).

Right now, the new logic doesn't do a whole lot since HDR metadata is
still ignored (but not for long).
2016-07-03 19:42:52 +02:00
Niklas Haas
d81fb97f45 mp_image: split colorimetry metadata into its own struct
This has two reasons:

1. I tend to add new fields to this metadata, and every time I've done
so I've consistently forgotten to update all of the dozens of places in
which this colorimetry metadata might end up getting used. While most
usages don't really care about most of the metadata, sometimes the
intend was simply to “copy” the colorimetry metadata from one struct to
another. With this being inside a substruct, those lines of code can now
simply read a.color = b.color without having to care about added or
removed fields.

2. It makes the type definitions nicer for upcoming refactors.

In going through all of the usages, I also expanded a few where I felt
that omitting the “young” fields was a bug.
2016-07-03 19:42:52 +02:00
Niklas Haas
3abf9c9204 vo_opengl: don't constantly resize the output FBO
Commit 883d3114 seems to have (accidentally?) dropped the FBOTEX_FUZZY
from the output_fbo resize, which means that current master will keep
resizing and resizing the FBO as you change the window size, introducing
severe memory leaking after a while. (Not sure why that would cause
memory leaks, but I blame nvidia)

Either way, it's bad for performance too, so it's worth fixing.
2016-07-03 19:42:52 +02:00
wm4
8ed32e90c9 sub: move RGBA scaling to vo_vaapi
vo_vaapi is the only thing which can't scale RGBA on the GPU. (Other
cases of RGBA scaling are handled in draw_bmp.c for some reason.)

Move this code and get rid of the osd_conv_cache thing.

Functionally, nothing changes.
2016-07-03 19:32:43 +02:00
wm4
315e2e3da8 vo_opengl: remove caching GL_MAX_TEXTURE_SIZE value
No real need to cache this, and we need fewer fields in the OSD part
struct.

Also add logging for when the OSD texture is reallocated.
2016-07-03 17:33:59 +02:00
wm4
b57debe5b3 vo_opengl: use ringbuffer of PBOs
This is how PBOs are normally supposed to be used.

Unfortunately I can't see an any absolute improvement on nVidia binary
drivers and playing 4K material. Compared to the "old" PBO path with 1
buffer, the measured GL time decreases significantly, though.
2016-07-03 16:34:32 +02:00
wm4
8c7f9dc1a8 vo_opengl: support inconsistent negative strides per plane
GL generally does not support flipping the image on upload, meaning
negative strides are not supported. vo_opengl handles this by flipping
rendering if the stride is inverted, and gl_pbo_upload() "ignores"
negative strides by uploading without flipping the image.

If individual planes had strides with different signs, this broke. The
flipping affected the entire image, and only the sign of the first plane
was respected.

This is just a crazy corner case that will never happen, but it turns
out this is quite simple to support, and actually improves the code
somewhat.
2016-07-03 16:34:32 +02:00
wm4
823c353faa vo_opengl: move PBO upload handling to shared code
This introduces a gl_pbo_upload_tex() function, which works almost like
our gl_upload_tex() glTexSubImage2D() wrapper, except it takes a struct
which caches the PBO handles. It also takes the full texture size (to
make allocating an ideal buffer size easier), and a parameter to disable
PBOs (so that the caller doesn't have to duplicate the gl_upload_tex()
call if PBOs are disabled or unavailable).

This also removes warnings and fallbacks on PBO failure. We just
silently try using PBOs on every frame, and if that fails at some point,
revert to normal texture uploads. Probably doesn't matter.
2016-07-03 16:34:32 +02:00
James Ross-Gowan
06219c7f88 w32_common: make WM_NCHITTEST simpler and more accurate
This makes the geometry of the sizing borders more like the ones in
Windows 10. It also fixes an off-by-one error that made the right and
bottom borders thinner than the left and top borders, which made it
difficult to resize the window when using the Windows 7 classic theme
(because it has pretty thin sizing borders to begin with.)
2016-07-03 21:58:29 +10:00
wm4
3738bfb451 bitmap_packer: remove some unused functions 2016-07-01 20:29:45 +02:00
wm4
fd5098a409 vo_direct3d: remove bitmap packer
See previous comments.
2016-07-01 20:28:49 +02:00
wm4
c0f272fcd1 vo_vdpau: remove bitmap packer use
See previous commit.
2016-07-01 20:28:49 +02:00
wm4
1b71cfccba vo_opengl: remove OSD bitmap packing
It's packed in the OSD common layer already.
2016-07-01 20:28:49 +02:00
wm4
9ca1592f3f d3d: implement screenshots for --hwdec=d3d11va
No method of taking a screenshot was implemented at all. vo_opengl
lacked window screenshotting, because ANGLE doesn't allow reading the
frontbuffer. There was no way to read back from a D3D11 texture either.

Implement reading image data from D3D11 textures. This is a low-quality
effort to get basic screenshots done. Eventually there will be a better
implementation: once we use AVHWFramesContext natively, the readback
implementation will be in libavcodec, and will be able to cache the
staging texture correctly. Hopefully. (For now it doesn't even have a
AVHWFramesContext for D3D11 yet. But the abstraction is more appropriate
for this purpose.)
2016-06-28 20:38:53 +02:00
wm4
17c5738cb4 d3d: merge angle_common.h into d3d.h
OK, this was dumb. The file didn't have much to do with ANGLE, and the
functionality can simply be moved to d3d.c. That file contains helpers
for decoding, but can always be present (on Windows) since it doesn't
access any D3D specific libavcodec APIs. Thus it doesn't need to be
conditionally built like the actual hwaccel wrappers.
2016-06-28 20:07:56 +02:00
Muhammad Faiz
d5615102d5 vo_opengl: add output_size uniform to custom shader
logically, scaler should know its input and output size

Signed-off-by: wm4 <wm4@nowhere>
2016-06-28 19:52:55 +02:00
wm4
40c9b38023 vo_opengl: minor typo and coding style fixes 2016-06-28 19:48:29 +02:00
Niklas Haas
dc9a5cbfd7 vo_opengl: revise the transfer curve logic
Instead of hard-coding a big list, move some of the functionality
to csputils. Affects both the auto-guess blacklist and the peak
estimation.

Also update the comments.
2016-06-28 19:48:29 +02:00