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https://github.com/mpv-player/mpv
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fb855b8659
This adds API to libmpv that lets host applications use the mpv opengl renderer. This is a more flexible (and possibly more portable) option to foreign window embedding (via --wid). This assumes that methods like context sharing and multithreaded OpenGL rendering are infeasible, and that a way is needed to integrate it with an application that uses a single thread to render everything. Add an example that does this with QtQuick/qml. The example is relatively lazy, but still shows how relatively simple the integration is. The FBO indirection could probably be avoided, but would require more work (and would probably lead to worse QtQuick integration, because it would have to ignore transformations like rotation). Because this makes mpv directly use the host application's OpenGL context, there is no platform specific code involved in mpv, except for hw decoding interop. main.qml is derived from some Qt example. The following things are still missing: - a way to do better video timing - expose GL renderer options, allow changing them at runtime - support for color equalizer controls - support for screenshots
59 lines
2.2 KiB
C
59 lines
2.2 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_info *info;
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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, and also as screenshot format.
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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.
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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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int (*reinit)(struct gl_hwdec *hw, const 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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// Return a mp_image downloaded from the GPU (optional)
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struct mp_image *(*download_image)(struct gl_hwdec *hw,
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struct mp_image *hw_image);
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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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struct mp_hwdec_info *info);
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void gl_hwdec_uninit(struct gl_hwdec *hwdec);
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#endif
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