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authorNiklas Haas <git@haasn.xyz>2017-06-29 17:00:06 +0200
committerNiklas Haas <git@haasn.xyz>2017-07-01 00:58:27 +0200
commitdd78cc6fe72a3c5fadb00563cd47cc70b68f50fb (patch)
tree5050af3285b623499d0a2b06fa0ebb8d040b7cc9 /DOCS/man/options.rst
parentf003d8ea367f247e3ff49b672003817a0c3cdb30 (diff)
downloadmpv-dd78cc6fe72a3c5fadb00563cd47cc70b68f50fb.tar.bz2
mpv-dd78cc6fe72a3c5fadb00563cd47cc70b68f50fb.tar.xz
vo_opengl: refactor vo performance subsystem
This replaces `vo-performance` by `vo-passes`, bringing with it a number of changes and improvements: 1. mpv users can now introspect the vo_opengl passes, which is something that has been requested multiple times. 2. performance data is now measured per-pass, which helps both development and debugging. 3. since adding more passes is cheap, we can now report information for more passes (e.g. the blit pass, and the osd pass). Note: we also switch to nanosecond scale, to be able to measure these passes better. 4. `--user-shaders` authors can now describe their own passes, helping users both identify which user shaders are active at any given time as well as helping shader authors identify performance issues. 5. the timing data per pass is now exported as a full list of samples, so projects like Argon-/mpv-stats can immediately read out all of the samples and render a graph without having to manually poll this option constantly. Due to gl_timer's design being complicated (directly reading performance data would block, so we delay the actual read-back until the next _start command), it's vital not to conflate different passes that might be doing different things from one frame to another. To accomplish this, the actual timers are stored as part of the gl_shader_cache's sc_entry, which makes them unique for that exact shader. Starting and stopping the time measurement is easy to unify with the gl_sc architecture, because the existing API already relies on a "generate, render, reset" flow, so we can just put timer_start and timer_stop in sc_generate and sc_reset, respectively. The ugliest thing about this code is that due to the need to keep pass information relatively stable in between frames, we need to distinguish between "new" and "redrawn" frames, which bloats the code somewhat and also feels hacky and vo_opengl-specific. (But then again, this entire thing is vo_opengl-specific)
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@@ -4195,6 +4195,11 @@ The following video options are currently all specific to ``--vo=opengl`` and
Each block of metadata, along with the non-metadata lines after it, defines
a single pass. Each pass can set the following metadata:
+ DESC <title>
+ User-friendly description of the pass. This is the name used when
+ representing this shader in the list of passes for property
+ `vo-passes`.
+
HOOK <name> (required)
The texture which to hook into. May occur multiple times within a
metadata block, up to a predetermined limit. See below for a list of