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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/out/opengl/video.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/out/opengl/video.c')
-rw-r--r--video/out/opengl/video.c50
1 files changed, 49 insertions, 1 deletions
diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c
index 62bbfd1d05..3b99ba95ca 100644
--- a/video/out/opengl/video.c
+++ b/video/out/opengl/video.c
@@ -217,6 +217,7 @@ struct gl_video {
struct fbotex blend_subs_fbo;
struct fbotex output_fbo;
struct fbosurface surfaces[FBOSURFACES_MAX];
+ struct fbotex vdpau_deinterleave_fbo[2];
int surface_idx;
int surface_now;
@@ -585,6 +586,9 @@ static void uninit_rendering(struct gl_video *p)
for (int n = 0; n < MAX_SAVED_TEXTURES; n++)
fbotex_uninit(&p->hook_fbos[n]);
+ for (int n = 0; n < 2; n++)
+ fbotex_uninit(&p->vdpau_deinterleave_fbo[n]);
+
gl_video_reset_surfaces(p);
gl_video_reset_hooks(p);
@@ -957,7 +961,6 @@ static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h,
debug_check_gl(p, "after rendering");
}
-// flags: see render_pass_quad
static void finish_pass_direct(struct gl_video *p, GLint fbo, int vp_w, int vp_h,
const struct mp_rect *dst)
{
@@ -2917,6 +2920,49 @@ static bool map_image(struct gl_video *p, struct mp_image *mpi)
return true;
}
+// This assumes nv12, with textures set to GL_NEAREST filtering.
+static void reinterleave_vdpau(struct gl_video *p, struct gl_hwdec_frame *frame)
+{
+ struct gl_hwdec_frame res = {0};
+ for (int n = 0; n < 2; n++) {
+ struct fbotex *fbo = &p->vdpau_deinterleave_fbo[n];
+ // This is an array of the 2 to-merge planes.
+ struct gl_hwdec_plane *src = &frame->planes[n * 2];
+ int w = src[0].tex_w;
+ int h = src[0].tex_h;
+ int ids[2];
+ for (int t = 0; t < 2; t++) {
+ ids[t] = pass_bind(p, (struct img_tex){
+ .gl_tex = src[t].gl_texture,
+ .gl_target = src[t].gl_target,
+ .multiplier = 1.0,
+ .transform = identity_trans,
+ .tex_w = w,
+ .tex_h = h,
+ .w = w,
+ .h = h,
+ });
+ }
+
+ GLSLF("color = fract(gl_FragCoord.y / 2) < 0.5\n");
+ GLSLF(" ? texture(texture%d, texcoord%d)\n", ids[0], ids[0]);
+ GLSLF(" : texture(texture%d, texcoord%d);", ids[1], ids[1]);
+
+ fbotex_change(fbo, p->gl, p->log, w, h * 2, n == 0 ? GL_R8 : GL_RG8, 0);
+
+ finish_pass_direct(p, fbo->fbo, fbo->rw, fbo->rh,
+ &(struct mp_rect){0, 0, w, h * 2});
+
+ res.planes[n] = (struct gl_hwdec_plane){
+ .gl_texture = fbo->texture,
+ .gl_target = GL_TEXTURE_2D,
+ .tex_w = w,
+ .tex_h = h * 2,
+ };
+ }
+ *frame = res;
+}
+
// Returns false on failure.
static bool gl_video_upload_image(struct gl_video *p, struct mp_image *mpi)
{
@@ -2943,6 +2989,8 @@ static bool gl_video_upload_image(struct gl_video *p, struct mp_image *mpi)
if (ok) {
struct mp_image layout = {0};
mp_image_set_params(&layout, &p->image_params);
+ if (gl_frame.vdpau_fields)
+ reinterleave_vdpau(p, &gl_frame);
for (int n = 0; n < p->plane_count; n++) {
struct gl_hwdec_plane *plane = &gl_frame.planes[n];
vimg->planes[n] = (struct texplane){