mirror of
https://github.com/mpv-player/mpv
synced 2024-12-22 14:52:43 +00:00
2b616c0682
TLS is a headache. We should avoid it if we can. The involved mechanism is unfortunately entangled with the unfortunate libmpv API for returning pointers to host API objects. This has to be kept until we change the API somehow. Practically untested out of pure laziness. I'm sure I'll get a bunch of reports if it's broken.
337 lines
15 KiB
C
337 lines
15 KiB
C
/* Copyright (C) 2017 the mpv developers
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifndef MPV_CLIENT_API_OPENGL_CB_H_
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#define MPV_CLIENT_API_OPENGL_CB_H_
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#include "client.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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*
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* Overview
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* --------
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*
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* This API can be used to make mpv render into a foreign OpenGL context. It
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* can be used to handle video display.
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*
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* The renderer needs to be explicitly initialized with mpv_opengl_cb_init_gl(),
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* and then video can be drawn with mpv_opengl_cb_draw(). The user thread can
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* be notified by new frames with mpv_opengl_cb_set_update_callback().
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*
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* You can output and embed video without this API by setting the mpv "wid"
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* option to a native window handle (see "Embedding the video window" section
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* in the client.h header). In general, using the opengl-cb API is recommended,
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* because window embedding can cause various issues, especially with GUI
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* toolkits and certain platforms.
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*
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* OpenGL interop
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* --------------
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*
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* This assumes the OpenGL context lives on a certain thread controlled by the
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* API user. The following functions require access to the OpenGL context:
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* mpv_opengl_cb_init_gl
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* mpv_opengl_cb_draw
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* mpv_opengl_cb_uninit_gl
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*
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* The OpenGL context is indirectly accessed through the OpenGL function
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* pointers returned by the get_proc_address callback in mpv_opengl_cb_init_gl.
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* Generally, mpv will not load the system OpenGL library when using this API.
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*
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* Only "desktop" OpenGL version 2.1 or later is supported. With OpenGL 2.1,
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* the GL_ARB_texture_rg is required. The renderer was written against
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* OpenGL 3.x core profile, with additional support for OpenGL 2.1.
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*
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* Note that some hardware decoding interop API (as set with the "hwdec" option)
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* may actually access
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*
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* OpenGL state
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* ------------
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*
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* OpenGL has a large amount of implicit state. All the mpv functions mentioned
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* above expect that the OpenGL state is reasonably set to OpenGL standard
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* defaults. Likewise, mpv will attempt to leave the OpenGL context with
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* standard defaults. The following state is excluded from this:
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*
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* - the current viewport (can have/is set to an arbitrary value)
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*
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* Messing with the state could be avoided by creating shared OpenGL contexts,
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* but this is avoided for the sake of compatibility and interoperability.
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*
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* On OpenGL 2.1, mpv will strictly call functions like glGenTextures() to
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* create OpenGL objects. You will have to do the same. This ensures that
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* objects created by mpv and the API users don't clash.
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*
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* Threading
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* ---------
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*
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* The mpv_opengl_cb_* functions can be called from any thread, under the
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* following conditions:
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* - only one of the mpv_opengl_cb_* functions can be called at the same time
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* (unless they belong to different mpv cores created by mpv_create())
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* - for functions which need an OpenGL context (see above) the OpenGL context
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* must be "current" in the current thread, and it must be the same context
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* as used with mpv_opengl_cb_init_gl()
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* - never can be called from within the callbacks set with
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* mpv_set_wakeup_callback() or mpv_opengl_cb_set_update_callback()
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*
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* Context and handle lifecycle
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* ----------------------------
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*
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* Video initialization will fail if the OpenGL context was not initialized yet
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* (with mpv_opengl_cb_init_gl()). Likewise, mpv_opengl_cb_uninit_gl() will
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* disable video.
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*
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* When the mpv core is destroyed (e.g. via mpv_terminate_destroy()), the OpenGL
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* context must have been uninitialized. If this doesn't happen, undefined
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* behavior will result.
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*
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* Hardware decoding
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* -----------------
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*
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* Hardware decoding via opengl_cb is fully supported, but requires some
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* additional setup. (At least if direct hardware decoding modes are wanted,
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* instead of copying back surface data from GPU to CPU RAM.)
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*
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* While "normal" mpv loads the OpenGL hardware decoding interop on demand,
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* this can't be done with opengl_cb for internal technical reasons. Instead,
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* make it load the interop at load time by setting the
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* "opengl-hwdec-interop"="auto" option before calling mpv_opengl_cb_init_gl()
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* ("hwdec-preload" in older mpv releases).
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*
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* There may be certain requirements on the OpenGL implementation:
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* - Windows: ANGLE is required (although in theory GL/DX interop could be used)
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* - Intel/Linux: EGL is required, and also a glMPGetNativeDisplay() callback
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* must be provided (see sections below)
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* - nVidia/Linux: GLX is required (if you force "cuda", it should work on EGL
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* as well, if you have recent enough drivers and the
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* "hwaccel" option is set to "cuda" as well)
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* - OSX: CGL is required (CGLGetCurrentContext() returning non-NULL)
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* - iOS: EAGL is required (EAGLContext.currentContext returning non-nil)
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*
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* Once these things are setup, hardware decoding can be enabled/disabled at
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* any time by setting the "hwdec" property.
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*
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* Special windowing system interop considerations
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* ------------------------------------------------
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*
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* In some cases, libmpv needs to have access to the windowing system's handles.
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* This can be a pointer to a X11 "Display" for example. Usually this is needed
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* only for hardware decoding.
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*
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* You can communicate these handles to libmpv by adding a pseudo-OpenGL
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* extension "GL_MP_MPGetNativeDisplay" to the additional extension string when
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* calling mpv_opengl_cb_init_gl(). The get_proc_address callback should resolve
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* a function named "glMPGetNativeDisplay", which has the signature:
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*
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* void* GLAPIENTRY glMPGetNativeDisplay(const char* name)
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*
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* See below what names are defined. Usually, libmpv will use the native handle
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* up until mpv_opengl_cb_uninit_gl() is called. If the name is not anything
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* you know/expected, return NULL from the function.
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*
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* Windowing system interop on Intel/Linux with VAAPI
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* --------------------------------------------------
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*
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* The new VAAPI OpenGL interop requires an EGL context. EGL provides no way
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* to query the X11 Display associated to a specific EGL context, so this API
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* is used to pass it through.
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*
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* glMPGetNativeDisplay("x11") should return a X11 "Display*", which then will
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* be used to create the hardware decoder state.
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*
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* glMPGetNativeDisplay("wl") should return a Wayland "struct wl_display *".
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*
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* glMPGetNativeDisplay("drm") should return a DRM FD casted to intptr_t (note
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* that a 0 FD is not supported - if this can happen in your case, you must
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* dup2() it to a non-0 FD).
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*
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* nVidia/Linux via VDPAU requires GLX, which does not have this problem (the
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* GLX API can return the current X11 Display).
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*
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* Windowing system interop on MS win32
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* ------------------------------------
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*
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* You should use ANGLE, and make sure your application and libmpv are linked
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* to the same ANGLE DLLs. libmpv will pick the device context (needed for
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* hardware decoding) from the current ANGLE EGL context.
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*
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* Windowing system interop on RPI
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* -------------------------------
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*
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* The RPI uses no proper interop, but hardware overlays instead. To place the
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* overlay correctly, you can communicate the window parameters as follows to
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* libmpv. glMPGetNativeDisplay("MPV_RPI_WINDOW") returns an array of type int
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* with the following 4 elements:
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* 0: display number (default 0)
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* 1: layer number of the GL layer - video will be placed in the layer
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* directly below (default: 0)
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* 2: absolute x position of the GL context (default: 0)
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* 3: absolute y position of the GL context (default: 0)
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* The (x,y) position must be the absolute screen pixel position of the
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* top/left pixel of the dispmanx layer used for the GL context. If you render
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* to a FBO, the position must be that of the final position of the FBO
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* contents on screen. You can't transform or scale the video other than what
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* mpv will render to the video overlay. The defaults are suitable for
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* rendering the video at fullscreen.
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* The parameters are checked on every draw by calling MPGetNativeDisplay and
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* checking the values in the returned array for changes. The returned array
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* must remain valid until the libmpv render function returns; then it can be
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* deallocated by the API user.
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*/
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/**
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* Opaque context, returned by mpv_get_sub_api(MPV_SUB_API_OPENGL_CB).
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*
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* A context is bound to the mpv_handle it was retrieved from. The context
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* will always be the same (for the same mpv_handle), and is valid until the
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* mpv_handle it belongs to is released.
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*/
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typedef struct mpv_opengl_cb_context mpv_opengl_cb_context;
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typedef void (*mpv_opengl_cb_update_fn)(void *cb_ctx);
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typedef void *(*mpv_opengl_cb_get_proc_address_fn)(void *fn_ctx, const char *name);
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/**
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* Set the callback that notifies you when a new video frame is available, or
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* if the video display configuration somehow changed and requires a redraw.
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* Similar to mpv_set_wakeup_callback(), you must not call any mpv API from
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* the callback.
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*
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* @param callback callback(callback_ctx) is called if the frame should be
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* redrawn
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* @param callback_ctx opaque argument to the callback
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*/
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void mpv_opengl_cb_set_update_callback(mpv_opengl_cb_context *ctx,
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mpv_opengl_cb_update_fn callback,
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void *callback_ctx);
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/**
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* Initialize the mpv OpenGL state. This retrieves OpenGL function pointers via
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* get_proc_address, and creates OpenGL objects needed by mpv internally. It
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* will also call APIs needed for rendering hardware decoded video in OpenGL,
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* according to the mpv "hwdec" option.
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*
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* You must free the associated state at some point by calling the
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* mpv_opengl_cb_uninit_gl() function. Not doing so may result in memory leaks
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* or worse.
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*
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* @param exts optional _additional_ extension string, can be NULL
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* @param get_proc_address callback used to retrieve function pointers to OpenGL
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* functions. This is used for both standard functions
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* and extension functions. (The extension string is
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* checked whether extensions are really available.)
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* The callback will be called from this function only
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* (it is not stored and never used later).
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* Usually, GL context APIs do this for you (e.g. with
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* glXGetProcAddressARB or wglGetProcAddress), but
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* some APIs do not always return pointers for all
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* standard functions (even if present); in this case
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* you have to compensate by looking up these functions
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* yourself.
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* @param get_proc_address_ctx arbitrary opaque user context passed to the
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* get_proc_address callback
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* @return error code (same as normal mpv_* API), including but not limited to:
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* MPV_ERROR_UNSUPPORTED: the OpenGL version is not supported
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* (or required extensions are missing)
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* MPV_ERROR_INVALID_PARAMETER: the OpenGL state was already initialized
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*/
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int mpv_opengl_cb_init_gl(mpv_opengl_cb_context *ctx, const char *exts,
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mpv_opengl_cb_get_proc_address_fn get_proc_address,
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void *get_proc_address_ctx);
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/**
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* Render video. Requires that the OpenGL state is initialized.
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*
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* The video will use the full provided framebuffer. Options like "panscan" are
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* applied to determine which part of the video should be visible and how the
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* video should be scaled. You can change these options at runtime by using the
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* mpv property API.
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*
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* The renderer will reconfigure itself every time the output rectangle/size
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* is changed. (If you want to do animations, it might be better to do the
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* animation on a FBO instead.)
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*
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* This function implicitly pulls a video frame from the internal queue and
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* renders it. If no new frame is available, the previous frame is redrawn.
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* The update callback set with mpv_opengl_cb_set_update_callback() notifies
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* you when a new frame was added.
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*
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* @param fbo The framebuffer object to render on. Because the renderer might
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* manage multiple FBOs internally for the purpose of video
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* postprocessing, it will always bind and unbind FBOs itself. If
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* you want mpv to render on the main framebuffer, pass 0.
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* @param w Width of the framebuffer. This is either the video size if the fbo
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* parameter is 0, or the allocated size of the texture backing the
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* fbo. The renderer will always use the full size of the fbo.
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* @param h Height of the framebuffer. Same as with the w parameter, except
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* that this parameter can be negative. In this case, the video
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* frame will be rendered flipped.
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* @return 0
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*/
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int mpv_opengl_cb_draw(mpv_opengl_cb_context *ctx, int fbo, int w, int h);
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#if MPV_ENABLE_DEPRECATED
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/**
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* Deprecated. Use mpv_opengl_cb_draw(). This function is equivalent to:
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*
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* int mpv_opengl_cb_render(mpv_opengl_cb_context *ctx, int fbo, int vp[4])
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* { return mpv_opengl_cb_draw(ctx, fbo, vp[2], vp[3]); }
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*
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* vp[0] and vp[1] used to have a meaning, but are ignored in newer versions.
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*
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* This function will be removed in the future without version bump (this API
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* was never marked as stable).
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*/
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int mpv_opengl_cb_render(mpv_opengl_cb_context *ctx, int fbo, int vp[4]);
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#endif
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/**
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* Tell the renderer that a frame was flipped at the given time. This is
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* optional, but can help the player to achieve better timing.
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*
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* Note that calling this at least once informs libmpv that you will use this
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* function. If you use it inconsistently, expect bad video playback.
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*
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* If this is called while no video or no OpenGL is initialized, it is ignored.
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*
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* @param time The mpv time (using mpv_get_time_us()) at which the flip call
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* returned. If 0 is passed, mpv_get_time_us() is used instead.
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* Currently, this parameter is ignored.
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* @return error code
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*/
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int mpv_opengl_cb_report_flip(mpv_opengl_cb_context *ctx, int64_t time);
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/**
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* Destroy the mpv OpenGL state.
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*
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* If video is still active (e.g. a file playing), video will be disabled
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* forcefully.
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*
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* Calling this multiple times is ok.
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*
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* @return error code
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*/
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int mpv_opengl_cb_uninit_gl(mpv_opengl_cb_context *ctx);
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#ifdef __cplusplus
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}
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#endif
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#endif
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