mirror of https://github.com/mpv-player/mpv
696 lines
27 KiB
ReStructuredText
696 lines
27 KiB
ReStructuredText
.. _video_outputs:
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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*: See ``--vo=help`` for a list of compiled-in video output drivers.
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*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 ``-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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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 shouldn't 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 what 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, similar to ``--vf=field``.
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2
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Bob deinterlacing, similar to ``--vf=tfields=1``.
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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
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load and allows mpv to start decoding the next frame(s) slightly
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earlier which can reduce jitter caused by individual slow-to-decode
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frames. However the NVIDIA graphics drivers can make other window behavior
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such as window moves choppy if VDPAU is using the blit queue (mainly
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happens if you have the composite extension enabled) and this feature is
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active. If this happens on your system and it bothers you then you can set
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the queuetime value to 0 to disable this feature. The settings to use in
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windowed and fullscreen mode are separate because there should be less
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reason to disable this for fullscreen mode (as the driver issue shouldn't
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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, might
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crash, might cause slow downs, etc. Contact the developers if you actually need
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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 vo_opengl_).
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.. _vo_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 older
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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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Set the scaling filter. Possible choices:
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bilinear
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bicubic_fast
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sharpen3
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sharpen5
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hanning
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hamming
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hermite
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quadric
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bicubic
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kaiser
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catmull_rom
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mitchell
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spline16
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spline36
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gaussian
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sinc2
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sinc3
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sinc4
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lanczos2
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lanczos3
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lanczos4
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blackman2
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blackman3
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blackman4
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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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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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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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0
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Normal 2D display
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1
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Convert side by side input to full-color red-cyan stereo.
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2
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Convert side by side input to full-color green-magenta stereo.
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3
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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: for YUV colorspaces, gamma 1/0.45 (2.222) is assumed. RGB input
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is 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
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sporadic and temporary image corruption.
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dither-depth=<n>
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Positive non-zero values select the target bit depth. Default: 0.
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\-1
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Disable any dithering done by mpv.
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0
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Automatic selection. If output bit depth can't 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 vo_opengl's dithering, and leads to ugly output.
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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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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
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first render the video into a video-sized RGB texture, and
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draw the result on screen. The luma scaler is used to scale
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the RGB image when rendering to screen. The chroma scaler
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is used only on YUV conversion, and only if the video is
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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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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
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screen output. 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
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this file. This can be used to speed up loading, since
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LittleCMS2 can take a while to create the 3D LUT.
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Note that this file contains an uncompressed LUT. Its size depends on
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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
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dimension. Default is 128x256x64.
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Sizes must be a power of two, and 256 at most.
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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=0:pbo:fbo-format=rgb16
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Note that some cheaper LCDs do dithering that gravely interferes with
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vo_opengl's dithering. Disabling dithering with ``dither-depth=-1`` 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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sub-option 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 colorspaces.
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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/OpenGL implementation
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even if you do not get any error message. Use ``glxinfo`` or a similar
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tool to display the supported OpenGL extensions.
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(no-)ati-hack
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ATI drivers may give a corrupted image when PBOs are used (when using
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`force-pbo`). This option fixes this, at the expense of
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using a bit more memory.
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(no-)force-pbo
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Always uses PBOs to transfer textures even if this involves an extra
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copy. Currently this gives a little extra speed with NVidia drivers
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and a lot more speed with ATI drivers. May need ``--no-slices`` and
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the ati-hack suboption to work correctly.
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(no-)scaled-osd
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Changes the way the OSD behaves when the size of the window changes
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(default: disabled). When enabled behaves more like the other video
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output drivers, which is better for fixed-size fonts. Disabled looks
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much better with FreeType fonts and uses the borders in fullscreen
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mode. Does not work correctly with ass subtitles (see ``--ass``), you
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can instead render them without OpenGL support via ``--vf=ass``.
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rectangle=<0,1,2>
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Select usage of rectangular textures which saves video RAM, but often
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is slower (default: 0).
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0
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Use power-of-two textures (default).
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1
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Use the ``GL_ARB_texture_rectangle`` extension.
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2
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Use the ``GL_ARB_texture_non_power_of_two`` extension. In some
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cases only supported in software and thus very slow.
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swapinterval=<n>
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Minimum interval between two buffer swaps, counted in displayed frames
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(default: 1). 1 is equivalent to enabling VSYNC, 0 to disabling VSYNC.
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Values below 0 will leave it at the system default. This limits the
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framerate to (horizontal refresh rate / n). Requires
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``GLX_SGI_swap_control`` support to work. With some (most/all?)
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implementations this only works in fullscreen mode.
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ycbcr
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Use the ``GL_MESA_ycbcr_texture`` extension to convert YUV to RGB. In
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most cases this is probably slower than doing software conversion to
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RGB.
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yuv=<n>
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Select the type of YUV to RGB conversion. The default is
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auto-detection deciding between values 0 and 2.
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0
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Use software conversion. Compatible with all OpenGL versions.
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Provides brightness, contrast and saturation control.
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1
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Same as 2. This used to use nVidia-specific extensions, which
|
|
didn't provide any advantages over using fragment programs, except
|
|
possibly on very ancient graphic 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 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.
|
|
|
|
*NOTE*: If YUV colorspace is used (see `yuv` suboption), special rules
|
|
apply: If the decoder uses slice rendering (see ``--no-slices``), this
|
|
setting has no effect, the size of the slices as provided by the
|
|
decoder is used. If the decoder does not use slice rendering, the
|
|
default is 16.
|
|
sw
|
|
Continue even if a software renderer is detected.
|
|
|
|
backend=<sys>
|
|
auto
|
|
auto-select (default)
|
|
cocoa
|
|
Cocoa/OSX
|
|
win
|
|
Win32/WGL
|
|
x11
|
|
X11/GLX
|
|
waylnad
|
|
Wayland/EGL
|
|
|
|
sdl
|
|
SDL 2.0+ Render video output driver, depending on system with or without
|
|
hardware acceleration. Should work everywhere where SDL 2.0 builds. 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)
|
|
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: ``./``).
|