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c80a1b7aa9
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.
58 lines
2.1 KiB
C
58 lines
2.1 KiB
C
#ifndef MPGL_HWDEC_H_
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#define MPGL_HWDEC_H_
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#include "gl_common.h"
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#include "video/hwdec.h"
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struct mp_hwdec_info;
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struct gl_hwdec {
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const struct gl_hwdec_driver *driver;
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struct mp_log *log;
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GL *gl;
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struct mp_hwdec_ctx *hwctx;
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// For free use by hwdec driver
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void *priv;
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// For working around the vdpau vs. vaapi mess.
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bool reject_emulated;
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// hwdec backends must set this to an IMGFMT_ that has an equivalent
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// internal representation in gl_video.c as the hardware texture.
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// It's used to build the rendering chain. For example, setting it to
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// IMGFMT_RGB0 indicates that the video texture is RGB.
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int converted_imgfmt;
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// Normally this is GL_TEXTURE_2D, but the hwdec driver can set it to
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// GL_TEXTURE_RECTANGLE. This is needed because VDA is shit.
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GLenum gl_texture_target;
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};
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struct gl_hwdec_driver {
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// Same name as used by mp_hwdec_info->load_api()
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const char *api_name;
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// The hardware surface IMGFMT_ that must be passed to map_image later.
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int imgfmt;
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// Create the hwdec device. It must fill in hw->info, if applicable.
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// This also must set hw->converted_imgfmt.
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int (*create)(struct gl_hwdec *hw);
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// Prepare for rendering video. (E.g. create textures.)
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// Called on initialization, and every time the video size changes.
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// *params must be set to the format the hw textures return.
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int (*reinit)(struct gl_hwdec *hw, struct mp_image_params *params);
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// Return textures that contain the given hw_image.
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// Note that the caller keeps a reference to hw_image until unmap_image
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// is called, so the hwdec driver doesn't need to do that.
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int (*map_image)(struct gl_hwdec *hw, struct mp_image *hw_image,
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GLuint *out_textures);
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// Undo map_image(). The user of map_image() calls this when the textures
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// are not needed anymore.
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void (*unmap_image)(struct gl_hwdec *hw);
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void (*destroy)(struct gl_hwdec *hw);
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};
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struct gl_hwdec *gl_hwdec_load_api(struct mp_log *log, GL *gl,
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const char *api_name);
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void gl_hwdec_uninit(struct gl_hwdec *hwdec);
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#endif
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