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diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst index 3c205b9da5..13fd4351ca 100644 --- a/DOCS/man/options.rst +++ b/DOCS/man/options.rst @@ -4331,16 +4331,70 @@ The following video options are currently all specific to ``--vo=opengl`` and Windows only. -``--opengl-dcomposition=<yes|no>`` - Allows DirectComposition when using the ANGLE backend (default: yes). - DirectComposition implies flip-model presentation, which can improve - rendering efficiency on Windows 8+ by avoiding a copy of the video frame. - mpv uses it by default where possible, but it can cause poor behaviour with - some drivers, such as a black screen or graphical corruption when leaving - full-screen mode. Use "no" to disable it. +``--angle-d3d11-feature-level=<11_0|10_1|10_0|9_3>`` + Selects a specific feature level when using the ANGLE backend with D3D11. + By default, the highest available feature level is used. This option can be + used to select a lower feature level, which is mainly useful for debugging. + Note that OpenGL ES 3.0 is only supported at feature level 10_1 or higher. + Most extended OpenGL features will not work at lower feature levels + (similar to ``--opengl-dumb-mode``). Windows with ANGLE only. +``--angle-d3d11-warp=<yes|no|auto>`` + Use WARP (Windows Advanced Rasterization Platform) when using the ANGLE + backend with D3D11 (default: auto). This is a high performance software + renderer. By default, it is used when the Direct3D hardware does not + support Direct3D 11 feature level 9_3. While the extended OpenGL features + will work with WARP, they can be very slow. + + Windows with ANGLE only. + +``--angle-egl-windowing=<yes|no|auto>`` + Use ANGLE's built in EGL windowing functions to create a swap chain + (default: auto). If this is set to ``no`` and the D3D11 renderer is in use, + ANGLE's built in swap chain will not be used and a custom swap chain that + is optimized for video rendering will be created instead. If set to + ``auto``, a custom swap chain will be used for D3D11 and the built in swap + chain will be used for D3D9. This option is mainly for debugging purposes, + in case the custom swap chain has poor performance or does not work. + + If set to ``yes``, the ``--angle-max-frame-latency`` and + ``--angle-swapchain-length`` options will have no effect. + + Windows with ANGLE only. + +``--angle-max-frame-latency=<1-16>`` + Sets the maximum number of frames that the system is allowed to queue for + rendering with the ANGLE backend (default: 3). Lower values should make + VSync timing more accurate, but a value of ``1`` requires powerful + hardware, since the CPU will not be able to "render ahead" of the GPU. + + Windows with ANGLE only. + +``--angle-renderer=<d3d9|d3d11|auto>`` + Forces a specific renderer when using the ANGLE backend (default: auto). In + auto mode this will pick D3D11 for systems that support Direct3D 11 feature + level 9_3 or higher, and D3D9 otherwise. This option is mainly for + debugging purposes. Normally there is no reason to force a specific + renderer, though ``--angle-renderer=d3d9`` may give slightly better + performance on old hardware. Note that the D3D9 renderer only supports + OpenGL ES 2.0, so most extended OpenGL features will not work if this + renderer is selected (similar to ``--opengl-dumb-mode``). + + Windows with ANGLE only. + +``--angle-swapchain-length=<2-16>`` + Sets the number of buffers in the D3D11 presentation queue when using the + ANGLE backend (default: 6). At least 2 are required, since one is the back + buffer that mpv renders to and the other is the front buffer that is + presented by the DWM. Additional buffers can improve performance, because + for example, mpv will not have to wait on the DWM to release the front + buffer before rendering a new frame to it. For this reason, Microsoft + recommends at least 4. + + Windows 8+ with ANGLE only. + ``--opengl-sw`` Continue even if a software renderer is detected. |