mirror of
https://github.com/mpv-player/mpv
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645a0d7791
Document it exhaustively. Most of these issues were basically burried in the code.
332 lines
15 KiB
C
332 lines
15 KiB
C
/* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*
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* Note: the client API is licensed under ISC (see above) to ease
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* interoperability with other licenses. But keep in mind that the
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* mpv core is still mostly GPLv2+. It's up to lawyers to decide
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* whether applications using this API are affected by the GPL.
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* One argument against this is that proprietary applications
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* using mplayer in slave mode is apparently tolerated, and this
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* API is basically equivalent to slave mode.
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*/
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#ifndef MPV_CLIENT_API_OPENGL_CB_H_
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#define MPV_CLIENT_API_OPENGL_CB_H_
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#include "client.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Warning: this API is not stable yet.
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*
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* Overview
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* --------
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*
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* This API can be used to make mpv render into a foreign OpenGL context. It
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* can be used to handle video display. Be aware that using this API is not
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* required: you can embed the mpv window by setting the mpv "wid" option to
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* a native window handle (see "Embedding the video window" section in the
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* client.h header). In general, using the "wid" option is recommended over
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* the OpenGL API, because it's simpler and more flexible on the mpv side.
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*
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* The renderer needs to be explicitly initialized with mpv_opengl_cb_init_gl(),
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* and then video can be drawn with mpv_opengl_cb_draw(). The user thread can
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* be notified by new frames with mpv_opengl_cb_set_update_callback().
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*
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* OpenGL interop
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* --------------
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*
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* This assumes the OpenGL context lives on a certain thread controlled by the
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* API user. The following functions require access to the OpenGL context:
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* mpv_opengl_cb_init_gl
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* mpv_opengl_cb_draw
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* mpv_opengl_cb_uninit_gl
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*
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* The OpenGL context is indirectly accessed through the OpenGL function
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* pointers returned by the get_proc_address callback in mpv_opengl_cb_init_gl.
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* Generally, mpv will not load the system OpenGL library when using this API.
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*
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* Only "desktop" OpenGL version 2.1 or later is supported. With OpenGL 2.1,
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* the GL_ARB_texture_rg is required. The renderer was written against
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* OpenGL 3.x core profile, with additional support for OpenGL 2.1.
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*
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* Note that some hardware decoding interop API (as set with the "hwdec" option)
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* may actually access
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*
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* OpenGL state
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* ------------
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*
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* OpenGL has a large amount of implicit state. All the mpv functions mentioned
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* above expect that the OpenGL state is reasonably set to OpenGL standard
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* defaults. Likewise, mpv will attempt to leave the OpenGL context with
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* standard defaults. The following state is excluded from this:
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*
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* - the current viewport (can have/is set to an arbitrary value)
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*
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* Messing with the state could be avoided by creating shared OpenGL contexts,
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* but this is avoided for the sake of compatibility and interoperability.
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*
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* On OpenGL 2.1, mpv will strictly call functions like glGenTextures() to
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* create OpenGL objects. You will have to do the same. This ensures that
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* objects created by mpv and the API users don't clash.
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*
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* Threading
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* ---------
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*
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* The mpv_opengl_cb_* functions can be called from any thread, under the
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* following conditions:
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* - only one of the mpv_opengl_cb_* functions can be called at the same time
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* (unless they belong to different mpv cores created by mpv_create())
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* - for functions which need an OpenGL context (see above) the OpenGL context
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* must be "current" in the current thread, and it must be the same context
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* as used with mpv_opengl_cb_init_gl()
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* - never can be called from within the callbacks set with
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* mpv_set_wakeup_callback() or mpv_opengl_cb_set_update_callback()
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*
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* Context and handle lifecycle
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* ----------------------------
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*
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* Video initialization will fail if the OpenGL context was not initialized yet
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* (with mpv_opengl_cb_init_gl()). Likewise, mpv_opengl_cb_uninit_gl() will
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* disable video.
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*
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* When the mpv core is destroyed (e.g. via mpv_terminate_destroy()), the OpenGL
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* context must have been uninitialized. If this doesn't happen, undefined
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* behavior will result.
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*
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* Hardware decoding
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* -----------------
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*
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* Hardware decoding via opengl_cb is fully supported, but requires some
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* additional setup. (At least if direct hardware decoding modes are wanted,
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* instead of copying back surface data from GPU to CPU RAM.)
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*
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* While "normal" mpv loads the OpenGL hardware decoding interop on demand,
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* this can't be done with opengl_cb for internal technical reasons. Instead,
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* make it load the interop at load time by setting the "hwdec-preload"="auto"
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* option before calling mpv_opengl_cb_init_gl().
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*
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* There may be certain requirements on the OpenGL implementation:
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* - Windows: ANGLE is required (although in theory GL/DX interop could be used)
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* - Intel/Linux: EGL is required, and also a glMPGetNativeDisplay() callback
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* must be provided (see sections below)
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* - nVidia/Linux: GLX is required
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* - OSX: CGL is required (CGLGetCurrentContext() returning non-NULL)
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*
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* Once these things are setup, hardware decoding can be enabled/disabled at
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* any time by setting the "hwdec" property.
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*
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* Special windowing system interop considerations
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* ------------------------------------------------
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*
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* In some cases, libmpv needs to have access to the windowing system's handles.
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* This can be a pointer to a X11 "Display" for example. Usually this is needed
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* only for hardware decoding.
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*
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* You can communicate these handles to libmpv by adding a pseudo-OpenGL
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* extension "GL_MP_MPGetNativeDisplay" to the additional extension string when
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* calling mpv_opengl_cb_init_gl(). The get_proc_address callback should resolve
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* a function named "glMPGetNativeDisplay", which has the signature:
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*
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* void* GLAPIENTRY glMPGetNativeDisplay(const char* name)
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*
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* See below what names are defined. Usually, libmpv will use the native handle
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* up until mpv_opengl_cb_uninit_gl() is called. If the name is not anything
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* you know/expected, return NULL from the function.
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*
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* Windowing system interop on Intel/Linux with VAAPI
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* --------------------------------------------------
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*
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* The new VAAPI OpenGL interop requires an EGL context. EGL provides no way
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* to query the X11 Display associated to a specific EGL context, so this API
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* is used to pass it through.
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*
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* glMPGetNativeDisplay("x11") should return a X11 "Display*", which then will
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* be used to create the hardware decoder state.
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*
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* glMPGetNativeDisplay("wl") should return a Wayland "struct wl_display *".
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*
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* glMPGetNativeDisplay("drm") should return a DRM FD casted to intptr_t (note
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* that a 0 FD is not supported - if this can happen in your case, you must
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* dup2() it to a non-0 FD).
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*
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* nVidia/Linux via VDPAU requires GLX, which does not have this problem (the
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* GLX API can return the current X11 Display).
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*
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* Windowing system interop on MS win32
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* ------------------------------------
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*
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* Warning: the following is only required if native OpenGL instead of ANGLE
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* is used. ANGLE is recommended, because it also allows direct
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* hardware decoding interop without further setup by the libmpv
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* API user, while the same with native OpenGL is either very hard
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* to do (via GL/DX interop with D3D9), or not implemented.
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*
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* If OpenGL switches to fullscreen, most players give it access GPU access,
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* which means DXVA2 hardware decoding in mpv won't work. This can be worked
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* around by giving mpv access to Direct3D device, which it will then use to
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* create a decoder. The device can be either the real device used for display,
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* or a "blank" device created before switching to fullscreen.
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*
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* You can provide glMPGetNativeDisplay as described in the previous section.
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* If it is called with name set to "IDirect3DDevice9", it should return a
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* IDirect3DDevice9 pointer (or NULL if not available). libmpv will release
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* this interface when it is done with it.
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*
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* In previous libmpv releases, this used "GL_MP_D3D_interfaces" and
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* "glMPGetD3DInterface". This is deprecated; use glMPGetNativeDisplay instead
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* (the semantics are 100% compatible).
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*/
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/**
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* Opaque context, returned by mpv_get_sub_api(MPV_SUB_API_OPENGL_CB).
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*
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* A context is bound to the mpv_handle it was retrieved from. The context
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* will always be the same (for the same mpv_handle), and is valid until the
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* mpv_handle it belongs to is released.
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*/
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typedef struct mpv_opengl_cb_context mpv_opengl_cb_context;
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typedef void (*mpv_opengl_cb_update_fn)(void *cb_ctx);
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typedef void *(*mpv_opengl_cb_get_proc_address_fn)(void *fn_ctx, const char *name);
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/**
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* Set the callback that notifies you when a new video frame is available, or
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* if the video display configuration somehow changed and requires a redraw.
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* Similar to mpv_set_wakeup_callback(), you must not call any mpv API from
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* the callback.
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*
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* @param callback callback(callback_ctx) is called if the frame should be
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* redrawn
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* @param callback_ctx opaque argument to the callback
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*/
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void mpv_opengl_cb_set_update_callback(mpv_opengl_cb_context *ctx,
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mpv_opengl_cb_update_fn callback,
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void *callback_ctx);
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/**
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* Initialize the mpv OpenGL state. This retrieves OpenGL function pointers via
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* get_proc_address, and creates OpenGL objects needed by mpv internally. It
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* will also call APIs needed for rendering hardware decoded video in OpenGL,
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* according to the mpv "hwdec" option.
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*
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* You must free the associated state at some point by calling the
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* mpv_opengl_cb_uninit_gl() function. Not doing so may result in memory leaks
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* or worse.
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*
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* @param exts optional _additional_ extension string, can be NULL
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* @param get_proc_address callback used to retrieve function pointers to OpenGL
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* functions. This is used for both standard functions
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* and extension functions. (The extension string is
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* checked whether extensions are really available.)
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* The callback will be called from this function only
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* (it is not stored and never used later).
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* Usually, GL context APIs do this for you (e.g. with
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* glXGetProcAddressARB or wglGetProcAddress), but
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* some APIs do not always return pointers for all
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* standard functions (even if present); in this case
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* you have to compensate by looking up these functions
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* yourself.
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* @param get_proc_address_ctx arbitrary opaque user context passed to the
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* get_proc_address callback
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* @return error code (same as normal mpv_* API), including but not limited to:
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* MPV_ERROR_UNSUPPORTED: the OpenGL version is not supported
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* (or required extensions are missing)
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* MPV_ERROR_INVALID_PARAMETER: the OpenGL state was already initialized
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*/
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int mpv_opengl_cb_init_gl(mpv_opengl_cb_context *ctx, const char *exts,
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mpv_opengl_cb_get_proc_address_fn get_proc_address,
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void *get_proc_address_ctx);
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/**
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* Render video. Requires that the OpenGL state is initialized.
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*
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* The video will use the full provided framebuffer. Options like "panscan" are
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* applied to determine which part of the video should be visible and how the
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* video should be scaled. You can change these options at runtime by using the
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* mpv property API.
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*
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* The renderer will reconfigure itself every time the output rectangle/size
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* is changed. (If you want to do animations, it might be better to do the
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* animation on a FBO instead.)
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*
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* This function implicitly pulls a video frame from the internal queue and
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* renders it. If no new frame is available, the previous frame is redrawn.
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* The update callback set with mpv_opengl_cb_set_update_callback() notifies
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* you when a new frame was added.
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*
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* @param fbo The framebuffer object to render on. Because the renderer might
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* manage multiple FBOs internally for the purpose of video
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* postprocessing, it will always bind and unbind FBOs itself. If
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* you want mpv to render on the main framebuffer, pass 0.
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* @param w Width of the framebuffer. This is either the video size if the fbo
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* parameter is 0, or the allocated size of the texture backing the
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* fbo. The renderer will always use the full size of the fbo.
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* @param h Height of the framebuffer. Same as with the w parameter, except
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* that this parameter can be negative. In this case, the video
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* frame will be rendered flipped.
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* @return 0
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*/
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int mpv_opengl_cb_draw(mpv_opengl_cb_context *ctx, int fbo, int w, int h);
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/**
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* Deprecated. Use mpv_opengl_cb_draw(). This function is equivalent to:
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*
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* int mpv_opengl_cb_render(mpv_opengl_cb_context *ctx, int fbo, int vp[4])
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* { return mpv_opengl_cb_draw(ctx, fbo, vp[2], vp[3]); }
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*
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* vp[0] and vp[1] used to have a meaning, but are ignored in newer versions.
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*
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* This function will be removed in the future without version bump (this API
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* was never marked as stable).
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*/
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int mpv_opengl_cb_render(mpv_opengl_cb_context *ctx, int fbo, int vp[4]);
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/**
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* Tell the renderer that a frame was flipped at the given time. This is
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* optional, but can help the player to achieve better timing.
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*
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* Note that calling this at least once informs libmpv that you will use this
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* function. If you use it inconsistently, expect bad video playback.
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*
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* If this is called while no video or no OpenGL is initialized, it is ignored.
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*
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* @param time The mpv time (using mpv_get_time_us()) at which the flip call
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* returned. If 0 is passed, mpv_get_time_us() is used instead.
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* Currently, this parameter is ignored.
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* @return error code
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*/
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int mpv_opengl_cb_report_flip(mpv_opengl_cb_context *ctx, int64_t time);
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/**
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* Destroy the mpv OpenGL state.
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*
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* If video is still active (e.g. a file playing), video will be disabled
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* forcefully.
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*
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* Calling this multiple times is ok.
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*
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* @return error code
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*/
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int mpv_opengl_cb_uninit_gl(mpv_opengl_cb_context *ctx);
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#ifdef __cplusplus
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}
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#endif
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#endif
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