mirror of
https://github.com/mpv-player/mpv
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b38e631ed2
Doing "mpv --vo=opengl:lscale=help" now lists possible scalers and exits. The "backend" suboption behaves similar. Make the "stereo" suboption a choice, instead of using magic integer values.
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VIDEO OUTPUT DRIVERS
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====================
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Video output drivers are interfaces to different video output facilities. The
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syntax is:
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``--vo=<driver1[:suboption1[=value]:...],driver2,...[,]>``
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Specify a priority list of video output drivers to be used.
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If the list has a trailing ',', mpv will fall back on drivers not contained
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in the list. Suboptions are optional and can mostly be omitted.
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.. note::
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See ``--vo=help`` for a list of compiled-in video output drivers.
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.. admonition:: Example
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``--vo=opengl,xv,``
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Try the ``opengl`` driver, then the ``xv`` driver, then others.
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Available video output drivers are:
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``xv`` (X11 only)
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Uses the XVideo extension to enable hardware-accelerated playback. This is
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the most compatible VO on X, but may be low-quality, and has issues with
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OSD and subtitle display.
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For information about what colorkey is used and how it is drawn, run
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mpv with the ``-v`` option and look out for the lines tagged with ``[xv
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common]`` at the beginning.
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``adaptor=<number>``
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Select a specific XVideo adaptor (check xvinfo results).
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``port=<number>``
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Select a specific XVideo port.
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``ck=<cur|use|set>``
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Select the source from which the colorkey is taken (default: cur).
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cur
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The default takes the colorkey currently set in Xv.
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use
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Use but do not set the colorkey from mpv (use the ``--colorkey``
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option to change it).
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set
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Same as use but also sets the supplied colorkey.
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``ck-method=<man|bg|auto>``
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Sets the colorkey drawing method (default: man).
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man
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Draw the colorkey manually (reduces flicker in some cases).
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bg
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Set the colorkey as window background.
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auto
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Let Xv draw the colorkey.
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``colorkey=<number>``
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Changes the colorkey to an RGB value of your choice. ``0x000000`` is
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black and ``0xffffff`` is white.
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``no-colorkey``
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Disables colorkeying.
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``x11`` (X11 only)
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Shared memory video output driver without hardware acceleration that works
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whenever X11 is present.
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.. note:: This is a fallback only, and should not be normally used.
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``vdpau`` (X11 only)
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Uses the VDPAU interface to display and optionally also decode video.
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Hardware decoding is used with ``--hwdec=vdpau``.
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``sharpen=<-1-1>``
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For positive values, apply a sharpening algorithm to the video, for
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negative values a blurring algorithm (default: 0).
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``denoise=<0-1>``
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Apply a noise reduction algorithm to the video (default: 0; no noise
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reduction).
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``deint=<-4-4>``
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Select deinterlacing mode (default: -3). Positive values choose mode
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and enable deinterlacing. Corresponding negative values select the
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same deinterlacing mode, but do not enable deinterlacing on startup
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(useful in configuration files to specify which mode will be enabled by
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the "D" key). All modes respect ``--field-dominance``.
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0
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Same as -3.
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1
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Show only first field.
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2
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Bob deinterlacing.
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3
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Motion-adaptive temporal deinterlacing. May lead to A/V desync
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with slow video hardware and/or high resolution.
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4
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Motion-adaptive temporal deinterlacing with edge-guided spatial
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interpolation. Needs fast video hardware.
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``chroma-deint``
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Makes temporal deinterlacers operate both on luma and chroma (default).
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Use no-chroma-deint to solely use luma and speed up advanced
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deinterlacing. Useful with slow video memory.
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``pullup``
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Try to apply inverse telecine, needs motion adaptive temporal
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deinterlacing.
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``hqscaling=<0-9>``
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0
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Use default VDPAU scaling (default).
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1-9
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Apply high quality VDPAU scaling (needs capable hardware).
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``fps=<number>``
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Override autodetected display refresh rate value (the value is needed
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for framedrop to allow video playback rates higher than display
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refresh rate, and for vsync-aware frame timing adjustments). Default 0
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means use autodetected value. A positive value is interpreted as a
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refresh rate in Hz and overrides the autodetected value. A negative
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value disables all timing adjustment and framedrop logic.
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``composite-detect``
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NVIDIA's current VDPAU implementation behaves somewhat differently
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under a compositing window manager and does not give accurate frame
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timing information. With this option enabled, the player tries to
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detect whether a compositing window manager is active. If one is
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detected, the player disables timing adjustments as if the user had
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specified ``fps=-1`` (as they would be based on incorrect input). This
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means timing is somewhat less accurate than without compositing, but
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with the composited mode behavior of the NVIDIA driver, there is no
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hard playback speed limit even without the disabled logic. Enabled by
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default, use ``no-composite-detect`` to disable.
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``queuetime_windowed=<number>`` and ``queuetime_fs=<number>``
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Use VDPAU's presentation queue functionality to queue future video
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frame changes at most this many milliseconds in advance (default: 50).
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See below for additional information.
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``output_surfaces=<2-15>``
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Allocate this many output surfaces to display video frames (default:
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3). See below for additional information.
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Using the VDPAU frame queueing functionality controlled by the queuetime
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options makes mpv's frame flip timing less sensitive to system CPU load and
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allows mpv to start decoding the next frame(s) slightly earlier, which can
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reduce jitter caused by individual slow-to-decode frames. However, the
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NVIDIA graphics drivers can make other window behavior such as window moves
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choppy if VDPAU is using the blit queue (mainly happens if you have the
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composite extension enabled) and this feature is active. If this happens on
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your system and it bothers you then you can set the queuetime value to 0 to
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disable this feature. The settings to use in windowed and fullscreen mode
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are separate because there should be no reason to disable this for
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fullscreen mode (as the driver issue should not affect the video itself).
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You can queue more frames ahead by increasing the queuetime values and the
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``output_surfaces`` count (to ensure enough surfaces to buffer video for a
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certain time ahead you need at least as many surfaces as the video has
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frames during that time, plus two). This could help make video smoother in
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some cases. The main downsides are increased video RAM requirements for
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the surfaces and laggier display response to user commands (display
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changes only become visible some time after they're queued). The graphics
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driver implementation may also have limits on the length of maximum
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queuing time or number of queued surfaces that work well or at all.
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``direct3d_shaders`` (Windows only)
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Video output driver that uses the Direct3D interface.
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``prefer-stretchrect``
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Use ``IDirect3DDevice9::StretchRect`` over other methods if possible.
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``disable-stretchrect``
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Never render the video using ``IDirect3DDevice9::StretchRect``.
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``disable-textures``
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Never render the video using D3D texture rendering. Rendering with
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textures + shader will still be allowed. Add ``disable-shaders`` to
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completely disable video rendering with textures.
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``disable-shaders``
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Never use shaders when rendering video.
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``only-8bit``
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Never render YUV video with more than 8 bits per component.
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Using this flag will force software conversion to 8-bit.
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``disable-texture-align``
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Normally texture sizes are always aligned to 16. With this option
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enabled, the video texture will always have exactly the same size as
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the video itself.
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Debug options. These might be incorrect, might be removed in the future,
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might crash, might cause slow downs, etc. Contact the developers if you
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actually need any of these for performance or proper operation.
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``force-power-of-2``
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Always force textures to power of 2, even if the device reports
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non-power-of-2 texture sizes as supported.
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``texture-memory=N``
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Only affects operation with shaders/texturing enabled, and (E)OSD.
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Values for N:
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0
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default, will often use an additional shadow texture + copy
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1
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use ``D3DPOOL_MANAGED``
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2
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use ``D3DPOOL_DEFAULT``
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3
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use ``D3DPOOL_SYSTEMMEM``, but without shadow texture
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``swap-discard``
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Use ``D3DSWAPEFFECT_DISCARD``, which might be faster.
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Might be slower too, as it must(?) clear every frame.
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``exact-backbuffer``
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Always resize the backbuffer to window size.
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``direct3d`` (Windows only)
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Same as ``direct3d_shaders``, but with the options ``disable-textures``
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and ``disable-shaders`` forced.
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``corevideo`` (Mac OS X 10.6 and later)
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Mac OS X CoreVideo video output driver. Uses the CoreVideo APIs to fill
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PixelBuffers and generate OpenGL textures from them (useful as a fallback
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for ``opengl``).
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``opengl``
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OpenGL video output driver. It supports extended scaling methods, dithering
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and color management.
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By default, it tries to use fast and fail-safe settings. Use the alias
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``opengl-hq`` to use this driver with defaults set to high quality
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rendering.
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Requires at least OpenGL 2.1 and the ``GL_ARB_texture_rg`` extension. For
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older drivers, ``opengl-old`` may work.
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Some features are available with OpenGL 3 capable graphics drivers only
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(or if the necessary extensions are available).
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``lscale=<filter>``
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``bilinear``
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Bilinear hardware texture filtering (fastest, mid-quality).
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This is the default.
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``lanczos2``
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Lanczos scaling with radius=2. Provides good quality and speed.
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This is the default when using ``opengl-hq``.
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``lanczos3``
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Lanczos with radius=3.
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``bicubic_fast``
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Bicubic filter. Has a blurring effect on the image, even if no
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scaling is done.
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``sharpen3``
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Unsharp masking (sharpening) with radius=3 and a default strength
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of 0.5 (see ``lparam1``).
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``sharpen5``
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Unsharp masking (sharpening) with radius=5 and a default strength
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of 0.5 (see ``lparam1``).
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``mitchell``
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Mitchell-Netravali. The ``b`` and ``c`` parameters can be set with
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``lparam1`` and ``lparam2``. Both are set to 1/3 by default.
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There are some more filters. For a complete list, pass ``help`` as
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value, e.g.: ``mpv --vo=opengl:lscale=help``
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``lparam1=<value>``
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Set filter parameters. Ignored if the filter is not tunable. These are
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unset by default, and use the filter specific default if applicable.
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``lparam2=<value>``
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See ``lparam1``.
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``scaler-resizes-only``
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Disable the scaler if the video image is not resized. In that case,
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``bilinear`` is used instead whatever is set with ``lscale``. Bilinear
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will reproduce the source image perfectly if no scaling is performed.
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Note that this option never affects ``cscale``, although the different
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processing chain might do chroma scaling differently if ``lscale`` is
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disabled.
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``stereo=<value>``
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Select a method for stereo display. You may have to use ``--aspect`` to
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fix the aspect value. Experimental, do not expect too much from it.
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no
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Normal 2D display
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red-cyan
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Convert side by side input to full-color red-cyan stereo.
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green-magenta
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Convert side by side input to full-color green-magenta stereo.
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quadbuffer
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Convert side by side input to quadbuffered stereo. Only supported
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by very few OpenGL cards.
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``srgb``
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Enable gamma-correct scaling by working in linear light. This
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makes use of sRGB textures and framebuffers.
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This option forces the options ``indirect`` and ``gamma``.
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.. note::
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for YUV colorspaces, gamma 1/0.45 (2.222) is assumed. RGB input is
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always assumed to be in sRGB.
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This option is not really useful, as gamma-correct scaling has not much
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influence on typical video playback. Most visible effect comes from
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slightly different gamma.
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``pbo``
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Enable use of PBOs. This is faster, but can sometimes lead to sporadic
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and temporary image corruption.
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``dither-depth=<N|no|auto>``
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Set dither target depth to N. Default: no.
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no
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Disable any dithering done by mpv.
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auto
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Automatic selection. If output bit depth cannot be detected,
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8 bits per component are assumed.
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8
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Dither to 8 bit output.
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Note that the depth of the connected video display device can not be
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detected. Often, LCD panels will do dithering on their own, which
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conflicts with ``opengl``'s dithering and leads to ugly output.
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``dither-size-fruit=<2-8>``
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Set the size of the dither matrix (default: 6). The actual size of
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the matrix is ``(2^N) x (2^N)`` for an option value of ``N``, so a
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value of 6 gives a size of 64x64. The matrix is generated at startup
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time, and a large matrix can take rather long to compute (seconds).
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Used in ``dither=fruit`` mode only.
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``dither=<fruit|ordered|no>``
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Select dithering algorithm (default: fruit).
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``temporal-dither``
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Enable temporal dithering. (Only active if dithering is enabled in
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general.) This changes between 8 different dithering pattern on each
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frame by changing the orientation of the tiled dithering matrix.
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Unfortunately, this can lead to flicker on LCD displays, since these
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have a high reaction time.
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``debug``
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Check for OpenGL errors, i.e. call ``glGetError()``. Also request a
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debug OpenGL context (which does nothing with current graphics drivers
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as of this writing).
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``swapinterval=<n>``
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Interval in displayed frames between two buffer swaps.
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1 is equivalent to enable VSYNC, 0 to disable VSYNC.
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``no-scale-sep``
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When using a separable scale filter for luma, usually two filter
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passes are done. This is often faster. However, it forces
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conversion to RGB in an extra pass, so it can actually be slower
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if used with fast filters on small screen resolutions. Using
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this options will make rendering a single operation.
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Note that chroma scalers are always done as 1-pass filters.
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``cscale=<n>``
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As ``lscale``, but for chroma (2x slower with little visible effect).
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Note that with some scaling filters, upscaling is always done in
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RGB. If chroma is not subsampled, this option is ignored, and the
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luma scaler is used instead. Setting this option is often useless.
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``fancy-downscaling``
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When using convolution based filters, extend the filter size
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when downscaling. Trades quality for reduced downscaling performance.
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``no-npot``
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Force use of power-of-2 texture sizes. For debugging only.
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Borders will be distorted due to filtering.
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``glfinish``
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Call ``glFinish()`` before swapping buffers
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``sw``
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Continue even if a software renderer is detected.
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``backend=<sys>``
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The value ``auto`` (the default) selects the windowing backend. You
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can also pass ``help`` to get a complete list of compiled in backends
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(sorted by autoprobe order).
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auto
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auto-select (default)
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cocoa
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Cocoa/OSX
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win
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Win32/WGL
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x11
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X11/GLX
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wayland
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Wayland/EGL
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``indirect``
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Do YUV conversion and scaling as separate passes. This will first render
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the video into a video-sized RGB texture, and draw the result on screen.
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The luma scaler is used to scale the RGB image when rendering to screen.
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The chroma scaler is used only on YUV conversion, and only if the video
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is chroma-subsampled (usually the case).
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This mechanism is disabled on RGB input.
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Specifying this option directly is generally useful for debugging only.
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``fbo-format=<fmt>``
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Selects the internal format of textures used for FBOs. The format can
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influence performance and quality of the video output. (FBOs are not
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always used, and typically only when using extended scalers.)
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``fmt`` can be one of: rgb, rgba, rgb8, rgb10, rgb16, rgb16f, rgb32f,
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rgba12, rgba16, rgba16f, rgba32f.
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Default: rgb.
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``gamma``
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Always enable gamma control. (Disables delayed enabling.)
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``icc-profile=<file>``
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Load an ICC profile and use it to transform linear RGB to screen output.
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Needs LittleCMS2 support compiled in.
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``icc-cache=<file>``
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Store and load the 3D LUT created from the ICC profile in this file.
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This can be used to speed up loading, since LittleCMS2 can take a while
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to create the 3D LUT. Note that this file contains an uncompressed LUT.
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Its size depends on the ``3dlut-size``, and can be very big.
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``icc-intent=<value>``
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0
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perceptual
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1
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relative colorimetric
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2
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saturation
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3
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absolute colorimetric (default)
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``3dlut-size=<r>x<g>x<b>``
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Size of the 3D LUT generated from the ICC profile in each dimension.
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Default is 128x256x64.
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Sizes must be a power of two, and 256 at most.
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``alpha``
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Try to create a framebuffer with alpha component. This only makes sense
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if the video contains alpha information (which is extremely rare). May
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not be supported on all platforms. If alpha framebuffers are
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unavailable, it silently falls back on a normal framebuffer. Note
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that when using FBO indirections (such as with ``opengl-hq``), an FBO
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format with alpha must be specified with the ``fbo-format`` option.
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``chroma-location=<auto|center|left>``
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Set the YUV chroma sample location. auto means use the bitstream
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flags (default: auto).
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``opengl-hq``
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Same as ``opengl``, but with default settings for high quality rendering.
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This is equivalent to::
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--vo=opengl:lscale=lanczos2:dither-depth=auto:pbo:fbo-format=rgb16
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Note that some cheaper LCDs do dithering that gravely interferes with
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``opengl``'s dithering. Disabling dithering with ``dither-depth=no`` helps.
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Unlike ``opengl``, ``opengl-hq`` makes use of FBOs by default. Sometimes you
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can achieve better quality or performance by changing the ``fbo-format``
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suboption to ``rgb16f``, ``rgb32f`` or ``rgb``. Known problems include
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Mesa/Intel not accepting ``rgb16``, Mesa sometimes not being compiled with
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float texture support, and some OSX setups being very slow with ``rgb16``
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but fast with ``rgb32f``.
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``opengl-old``
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OpenGL video output driver, old version. Video size must be smaller
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than the maximum texture size of your OpenGL implementation. Intended to
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work even with the most basic OpenGL implementations, but also makes use
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of newer extensions which allow support for more color spaces.
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The code performs very few checks, so if a feature does not work, this
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might be because it is not supported by your card and/or OpenGL
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implementation, even if you do not get any error message. Use ``glxinfo``
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or a similar tool to display the supported OpenGL extensions.
|
|
|
|
``(no-)ati-hack``
|
|
ATI drivers may give a corrupted image when PBOs are used (when using
|
|
``force-pbo``). This option fixes this, at the expense of using a bit
|
|
more memory.
|
|
``(no-)force-pbo``
|
|
Always uses PBOs to transfer textures even if this involves an extra
|
|
copy. Currently this gives a little extra speed with NVIDIA drivers
|
|
and a lot more speed with ATI drivers. May need the ``ati-hack``
|
|
suboption to work correctly.
|
|
``(no-)scaled-osd``
|
|
Scales the OSD and subtitles instead of rendering them at display size
|
|
(default: disabled).
|
|
``rectangle=<0,1,2>``
|
|
Select usage of rectangular textures, which saves video RAM, but often
|
|
is slower (default: 0).
|
|
|
|
0
|
|
Use power-of-two textures (default).
|
|
1
|
|
Use the ``GL_ARB_texture_rectangle`` extension.
|
|
2
|
|
Use the ``GL_ARB_texture_non_power_of_two`` extension. In some
|
|
cases only supported in software and thus very slow.
|
|
|
|
``swapinterval=<n>``
|
|
Minimum interval between two buffer swaps, counted in displayed frames
|
|
(default: 1). 1 is equivalent to enabling VSYNC, 0 to disabling VSYNC.
|
|
Values below 0 will leave it at the system default. This limits the
|
|
framerate to (horizontal refresh rate / n). Requires
|
|
``GLX_SGI_swap_control`` support to work. With some (most/all?)
|
|
implementations this only works in fullscreen mode.
|
|
``ycbcr``
|
|
Use the ``GL_MESA_ycbcr_texture`` extension to convert YUV to RGB. In
|
|
most cases this is probably slower than doing software conversion to
|
|
RGB.
|
|
``yuv=<n>``
|
|
Select the type of YUV to RGB conversion. The default is
|
|
auto-detection deciding between values 0 and 2.
|
|
|
|
0
|
|
Use software conversion. Compatible with all OpenGL versions.
|
|
Provides brightness, contrast and saturation control.
|
|
1
|
|
Same as 2. This used to use NVIDIA-specific extensions, which
|
|
did not provide any advantages over using fragment programs, except
|
|
possibly on very ancient graphics cards. It produced a gray-ish
|
|
output, which is why it has been removed.
|
|
2
|
|
Use a fragment program. Needs the ``GL_ARB_fragment_program``
|
|
extension and at least three texture units. Provides brightness,
|
|
contrast, saturation and hue control.
|
|
3
|
|
Use a fragment program using the ``POW`` instruction. Needs the
|
|
``GL_ARB_fragment_program`` extension and at least three texture
|
|
units. Provides brightness, contrast, saturation, hue and gamma
|
|
control. Gamma can also be set independently for red, green and
|
|
blue. Method 4 is usually faster.
|
|
4
|
|
Use a fragment program with additional lookup. Needs the
|
|
``GL_ARB_fragment_program`` extension and at least four texture
|
|
units. Provides brightness, contrast, saturation, hue and gamma
|
|
control. Gamma can also be set independently for red, green and
|
|
blue.
|
|
5
|
|
Use ATI-specific method (for older cards). This uses an
|
|
ATI-specific extension (``GL_ATI_fragment_shader`` - not
|
|
``GL_ARB_fragment_shader``!). At least three texture units are
|
|
needed. Provides saturation and hue control. This method is fast
|
|
but inexact.
|
|
6
|
|
Use a 3D texture to do conversion via lookup. Needs the
|
|
``GL_ARB_fragment_program extension`` and at least four texture
|
|
units. Extremely slow (software emulation) on some (all?) ATI
|
|
cards since it uses a texture with border pixels. Provides
|
|
brightness, contrast, saturation, hue and gamma control. Gamma can
|
|
also be set independently for red, green and blue. Speed depends
|
|
more on GPU memory bandwidth than other methods.
|
|
|
|
``lscale=<n>``
|
|
Select the scaling function to use for luminance scaling. Only valid
|
|
for yuv modes 2, 3, 4 and 6.
|
|
|
|
0
|
|
Use simple linear filtering (default).
|
|
1
|
|
Use bicubic B-spline filtering (better quality). Needs one
|
|
additional texture unit. Older cards will not be able to handle
|
|
this for chroma at least in fullscreen mode.
|
|
2
|
|
Use cubic filtering in horizontal, linear filtering in vertical
|
|
direction. Works on a few more cards than method 1.
|
|
3
|
|
Same as 1 but does not use a lookup texture. Might be faster on
|
|
some cards.
|
|
4
|
|
Use experimental unsharp masking with 3x3 support and a default
|
|
strength of 0.5 (see ``filter-strength``).
|
|
5
|
|
Use experimental unsharp masking with 5x5 support and a default
|
|
strength of 0.5 (see ``filter-strength``).
|
|
|
|
``cscale=<n>``
|
|
Select the scaling function to use for chrominance scaling. For
|
|
details see ``lscale``.
|
|
``filter-strength=<value>``
|
|
Set the effect strength for the ``lscale``/``cscale`` filters that
|
|
support it.
|
|
``stereo=<value>``
|
|
Select a method for stereo display. You may have to use ``--aspect`` to
|
|
fix the aspect value. Experimental, do not expect too much from it.
|
|
|
|
0
|
|
Normal 2D display
|
|
1
|
|
Convert side by side input to full-color red-cyan stereo.
|
|
2
|
|
Convert side by side input to full-color green-magenta stereo.
|
|
3
|
|
Convert side by side input to quadbuffered stereo. Only supported
|
|
by very few OpenGL cards.
|
|
|
|
The following options are only useful if writing your own fragment programs.
|
|
|
|
``customprog=<filename>``
|
|
Load a custom fragment program from ``<filename>``. See
|
|
``TOOLS/edgedect.fp`` for an example.
|
|
``customtex=<filename>``
|
|
Load a custom "gamma ramp" texture from ``<filename>``. This can be used
|
|
in combination with ``yuv=4`` or with the ``customprog`` option.
|
|
``(no-)customtlin``
|
|
If enabled (default) use ``GL_LINEAR`` interpolation, otherwise use
|
|
``GL_NEAREST`` for customtex texture.
|
|
``(no-)customtrect``
|
|
If enabled, use ``texture_rectangle`` for the ``customtex`` texture.
|
|
Default is disabled.
|
|
``(no-)mipmapgen``
|
|
If enabled, mipmaps for the video are automatically generated. This
|
|
should be useful together with the ``customprog`` and the ``TXB``
|
|
instruction to implement blur filters with a large radius. For most
|
|
OpenGL implementations, this is very slow for any non-RGB formats.
|
|
Default is disabled.
|
|
|
|
Normally there is no reason to use the following options; they mostly
|
|
exist for testing purposes.
|
|
|
|
``(no-)glfinish``
|
|
Call ``glFinish()`` before swapping buffers. Slower but in some cases
|
|
more correct output (default: disabled).
|
|
``(no-)manyfmts``
|
|
Enables support for more (RGB and BGR) color formats (default: enabled).
|
|
Needs OpenGL version >= 1.2.
|
|
``slice-height=<0-...>``
|
|
Number of lines copied to texture in one piece (default: 0). 0 for
|
|
whole image.
|
|
``sw``
|
|
Continue even if a software renderer is detected.
|
|
|
|
``backend=<sys>``
|
|
auto
|
|
auto-select (default)
|
|
cocoa
|
|
Cocoa/OSX
|
|
win
|
|
Win32/WGL
|
|
x11
|
|
X11/GLX
|
|
wayland
|
|
Wayland/EGL
|
|
|
|
``sdl``
|
|
SDL 2.0+ Render video output driver, depending on system with or without
|
|
hardware acceleration. Should work on all platforms supported by SDL 2.0.
|
|
For tuning, refer to your copy of the file ``SDL_hints.h``.
|
|
|
|
``sw``
|
|
Continue even if a software renderer is detected.
|
|
|
|
``switch-mode``
|
|
Instruct SDL to switch the monitor video mode when going fullscreen.
|
|
|
|
``null``
|
|
Produces no video output. Useful for benchmarking.
|
|
|
|
``caca``
|
|
Color ASCII art video output driver that works on a text console.
|
|
|
|
``image``
|
|
Output each frame into an image file in the current directory. Each file
|
|
takes the frame number padded with leading zeros as name.
|
|
|
|
``format=<format>``
|
|
Select the image file format.
|
|
|
|
jpg
|
|
JPEG files, extension .jpg. (Default.)
|
|
jpeg
|
|
JPEG files, extension .jpeg.
|
|
png
|
|
PNG files.
|
|
ppm
|
|
Portable bitmap format.
|
|
pgm
|
|
Portable graymap format.
|
|
pgmyuv
|
|
Portable graymap format, using the YV12 pixel format.
|
|
tga
|
|
Truevision TGA.
|
|
|
|
``png-compression=<0-9>``
|
|
PNG compression factor (speed vs. file size tradeoff) (default: 7)
|
|
``png-filter=<0-5>``
|
|
Filter applied prior to PNG compression (0 = none; 1 = sub; 2 = up;
|
|
3 = average; 4 = Paeth; 5 = mixed) (default: 5)
|
|
``jpeg-quality=<0-100>``
|
|
JPEG quality factor (default: 90)
|
|
``(no-)jpeg-progressive``
|
|
Specify standard or progressive JPEG (default: no).
|
|
``(no-)jpeg-baseline``
|
|
Specify use of JPEG baseline or not (default: yes).
|
|
``jpeg-optimize=<0-100>``
|
|
JPEG optimization factor (default: 100)
|
|
``jpeg-smooth=<0-100>``
|
|
smooth factor (default: 0)
|
|
``jpeg-dpi=<1->``
|
|
JPEG DPI (default: 72)
|
|
``outdir=<dirname>``
|
|
Specify the directory to save the image files to (default: ``./``).
|