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author | wm4 <wm4@nowhere> | 2018-02-07 20:18:36 +0100 |
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committer | Kevin Mitchell <kevmitch@gmail.com> | 2018-02-11 17:45:51 -0800 |
commit | 9f595f3a80eeaa0bfbda5702031f054f684f6123 (patch) | |
tree | 0667e6e7ab4c64dcfd28aa23e10690e1776a6f03 /video/out/opengl/utils.c | |
parent | 7b1e73139f73f446a472782e1465040c0e6b16dd (diff) | |
download | mpv-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/utils.c')
-rw-r--r-- | video/out/opengl/utils.c | 22 |
1 files changed, 10 insertions, 12 deletions
diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c index 34f4736705..a551ce4299 100644 --- a/video/out/opengl/utils.c +++ b/video/out/opengl/utils.c @@ -105,25 +105,23 @@ void gl_upload_tex(GL *gl, GLenum target, GLenum format, GLenum type, gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4); } -mp_image_t *gl_read_fbo_contents(GL *gl, int fbo, int w, int h) +bool gl_read_fbo_contents(GL *gl, int fbo, int dir, GLenum format, GLenum type, + int w, int h, uint8_t *dst, int dst_stride) { - if (gl->es) - return NULL; // ES can't read from front buffer - mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, w, h); - if (!image) - return NULL; + assert(dir == 1 || dir == -1); + if (fbo == 0 && gl->es) + return false; // ES can't read from front buffer gl->BindFramebuffer(GL_FRAMEBUFFER, fbo); GLenum obj = fbo ? GL_COLOR_ATTACHMENT0 : GL_FRONT; gl->PixelStorei(GL_PACK_ALIGNMENT, 1); gl->ReadBuffer(obj); - //flip image while reading (and also avoid stride-related trouble) - for (int y = 0; y < h; y++) { - gl->ReadPixels(0, h - y - 1, w, 1, GL_RGB, GL_UNSIGNED_BYTE, - image->planes[0] + y * image->stride[0]); - } + // reading by line allows flipping, and avoids stride-related trouble + int y1 = dir > 0 ? 0 : h; + for (int y = 0; y < h; y++) + gl->ReadPixels(0, y, w, 1, format, type, dst + (y1 + dir * y) * dst_stride); gl->PixelStorei(GL_PACK_ALIGNMENT, 4); gl->BindFramebuffer(GL_FRAMEBUFFER, 0); - return image; + return true; } static void gl_vao_enable_attribs(struct gl_vao *vao) |