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authorwm4 <wm4@nowhere>2016-06-19 19:58:40 +0200
committerwm4 <wm4@nowhere>2016-06-19 19:58:40 +0200
commit7be37337f4ceb5dd663f287f1601f704d3d42d73 (patch)
treea1ab57ebc206aeb157056f8365db6592e35d8551 /video/filter/vf_vdpaupp.c
parent754ad1d7307a63fc580bebb485fff2ddda02b4c9 (diff)
downloadmpv-7be37337f4ceb5dd663f287f1601f704d3d42d73.tar.bz2
mpv-7be37337f4ceb5dd663f287f1601f704d3d42d73.tar.xz
vo_opengl: vdpau interop without RGB conversion
Until now, we've always converted vdpau video surfaces to RGB, and then mapped the resulting RGB texture. Change this so that the surface is mapped as NV12 plane textures. The reason this wasn't done until now is because vdpau surfaces are mapped in an "interlaced" way as separate fields, even for progressive video. This requires messy reinterleraving. It turns out that even though it's an extra processing step, the result can be faster than going through the video mixer for RGB conversion. Other than some potential speed-gain, doing this has multiple other advantages. We can apply our own color conversion, which is important in more complex cases. We can correctly apply debanding and potentially other processing that requires chroma-specific or in-YUV handling. If deinterlacing is enabled, this switches back to the old RGB conversion method. Until we have at least a primitive deinterlacer in vo_opengl, this will stay this way. The d3d11 and vaapi code paths are similar. (Of course these don't require any crazy field reinterleaving.)
Diffstat (limited to 'video/filter/vf_vdpaupp.c')
-rw-r--r--video/filter/vf_vdpaupp.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/video/filter/vf_vdpaupp.c b/video/filter/vf_vdpaupp.c
index 077faba0b3..92a40ec8c2 100644
--- a/video/filter/vf_vdpaupp.c
+++ b/video/filter/vf_vdpaupp.c
@@ -132,6 +132,7 @@ static int reconfig(struct vf_instance *vf, struct mp_image_params *in,
mp_refqueue_flush(p->queue);
*out = *in;
out->imgfmt = IMGFMT_VDPAU;
+ out->hw_subfmt = 0;
return 0;
}