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authorwm4 <wm4@nowhere>2018-02-07 20:18:36 +0100
committerKevin Mitchell <kevmitch@gmail.com>2018-02-11 17:45:51 -0800
commit9f595f3a80eeaa0bfbda5702031f054f684f6123 (patch)
tree0667e6e7ab4c64dcfd28aa23e10690e1776a6f03 /video/out/opengl/context.c
parent7b1e73139f73f446a472782e1465040c0e6b16dd (diff)
downloadmpv-9f595f3a80eeaa0bfbda5702031f054f684f6123.tar.bz2
mpv-9f595f3a80eeaa0bfbda5702031f054f684f6123.tar.xz
vo_gpu: make screenshots use the GL renderer
Using the GL renderer for color conversion will make sure screenshots will use the same conversion as normal video rendering. It can do this for all types of screenshots. The logic when to write 16 bit PNGs changes. To approximate the old behavior, we decide by looking whether the source video format has more than 8 bits per component. We apply this logic even for window screenshots. Also, 16 bit PNGs now always include an unused alpha channel. The reason is that FFmpeg has RGB48 and RGBA64 formats, but no RGB064. RGB48 is 3 bytes and usually not supported by GPUs for rendering, so we have to use RGBA64, which forces an alpha channel. Will break for users who use --target-trc and similar options. I considered creating a new gl_video context, but it could double GPU memory use, so I didn't. This uses FBOs instead of glGetTexImage(), because that increases the chance it could work on GLES (e.g. ANGLE). Untested. No support for the Vulkan and D3D11 backends yet. Fixes #5498. Also fixes #5240, because the code for reading back is not used with the new code path.
Diffstat (limited to 'video/out/opengl/context.c')
-rw-r--r--video/out/opengl/context.c23
1 files changed, 14 insertions, 9 deletions
diff --git a/video/out/opengl/context.c b/video/out/opengl/context.c
index cdaf6320cd..8f44119210 100644
--- a/video/out/opengl/context.c
+++ b/video/out/opengl/context.c
@@ -251,16 +251,21 @@ struct mp_image *ra_gl_ctx_screenshot(struct ra_swapchain *sw)
{
struct priv *p = sw->priv;
+ struct mp_image *screen = mp_image_alloc(IMGFMT_RGB24, p->wrapped_fb->params.w,
+ p->wrapped_fb->params.h);
+ if (!screen)
+ return NULL;
+
+ int dir = p->params.flipped ? 1 : -1;
+
assert(p->wrapped_fb);
- struct mp_image *screen = gl_read_fbo_contents(p->gl, p->main_fb,
- p->wrapped_fb->params.w,
- p->wrapped_fb->params.h);
-
- // OpenGL FB is also read in flipped order, so we need to flip when the
- // rendering is *not* flipped, which in our case is whenever
- // p->params.flipped is true. I hope that made sense
- if (screen && p->params.flipped)
- mp_image_vflip(screen);
+ if (!gl_read_fbo_contents(p->gl, p->main_fb, dir, GL_RGB, GL_UNSIGNED_BYTE,
+ p->wrapped_fb->params.w, p->wrapped_fb->params.h,
+ screen->planes[0], screen->stride[0]))
+ {
+ talloc_free(screen);
+ return NULL;
+ }
return screen;
}