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authorStefano Pigozzi <stefano.pigozzi@gmail.com>2014-11-23 20:06:05 +0100
committerStefano Pigozzi <stefano.pigozzi@gmail.com>2015-01-23 09:14:41 +0100
commitc29ab5a46b2676d013e4294ee719d83f6bc469b6 (patch)
treea20afc45d995e23e8a4c82575ba93994aade311a /video/out/vo_opengl_cb.c
parent86f4fcf1e2b7dc6a4aba343465a5bf153d37c7f9 (diff)
downloadmpv-c29ab5a46b2676d013e4294ee719d83f6bc469b6.tar.bz2
mpv-c29ab5a46b2676d013e4294ee719d83f6bc469b6.tar.xz
vo_opengl: add smoothmotion frame blending
SmoothMotion is a way to time and blend frames made popular by MadVR. It's intended behaviour is to remove stuttering caused by mismatches between the display refresh rate and the video fps, while preserving the video's original artistic qualities (no soap opera effect). It's supposed to make 24fps video playback on 60hz monitors as close as possible to a 24hz monitor. Instead of drawing a frame once once it's pts has passed the vsync time, we redraw at the display refresh rate, and if we detect the vsync is between two frames we interpolated them (depending on their position relative to the vsync). We actually interpolate as few frames as possible to avoid a blur effect as much as possible. For example, if we were to play back a 1fps video on a 60hz monitor, we would blend at most on 1 vsync for each frame (while the other 59 vsyncs would be rendered as is). Frame interpolation is always done before scaling and in linear light when possible (an ICC profile is used, or :srgb is used).
Diffstat (limited to 'video/out/vo_opengl_cb.c')
-rw-r--r--video/out/vo_opengl_cb.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/vo_opengl_cb.c b/video/out/vo_opengl_cb.c
index 1a2e44f718..091a376dfa 100644
--- a/video/out/vo_opengl_cb.c
+++ b/video/out/vo_opengl_cb.c
@@ -339,7 +339,7 @@ int mpv_opengl_cb_render(struct mpv_opengl_cb_context *ctx, int fbo, int vp[4])
if (mpi)
gl_video_upload_image(ctx->renderer, mpi);
- gl_video_render_frame(ctx->renderer, fbo);
+ gl_video_render_frame(ctx->renderer, fbo, NULL);
gl_video_unset_gl_state(ctx->renderer);