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* various: add GPU context descriptionnanahi2024-04-181-0/+1
| | | | | | | Now that obj_settings_list is used for GPU contexts, detailed descriptions can be added so that --gpu-context=help can print the descriptions of the GPU contexts using standard obj_settings_list help printing.
* video/out/gpu/context: add auto dummy contextnanahi2024-04-181-5/+21
| | | | | | | | | | This adds a dummy context at the start of the context lists, which serves three purposes: - The "auto" option is listed for --gpu-context=help. - Some special handlings of "auto" string are removed. - Make sure that lists have at least one element, so MP_ARRAY_SIZE() works as intended.
* video/out/gpu/context: convert --gpu-context to use obj_settings_listnanahi2024-04-181-88/+99
| | | | | | | | | | | | | | | | Since the list of available GPU contexts is a compile time constant, use obj_settings_list instead of opt_string_validate for GPU contexts. This has several advantages: - Aligns with the existing usage of vo, ao, and filter lists. - Allows custom probing order. - Allows list option suffixes. (--gpu-context-append, etc.) - Allows autocomplete in console.lua. - Uses the standard obj_settings_list help printing, so the custom help printing function is no longer needed. This also deduplicates some context creation code for ra_ctx_create and ra_ctx_create_by_name.
* video/out/gpu/context: don't use hidden flag for contextsnanahi2024-04-181-14/+24
| | | | | For contexts that have no API, just use a separate list for them. This keeps validate func for the main contexts simpler.
* various: avoid function pointer castsKacper Michajłow2024-02-281-4/+2
| | | | | | | | | | | | | The opt validator functions are casted to generic validator, which has erased type for value. Calling function by pointer of different definition is an UB. Avoid that by generating wrapper function that does proper argument type conversion and calls validator function. Type erased functions have mangled type in the name. Fixes UBSAN failures on Clang 17, which enabled fsanitize=function by default.
* player: remove all rpi-specific codeDudemanguy2024-02-051-4/+0
| | | | | | | | | | | | | | | | | | | | | | vo_rpi and its related code has pretty much historically been a disaster in mpv. The build regularly gets broken and since nobody uses it, it takes months for anyone to notice. There was also that time where fullscreen was broken for about a year and a half. Also building in waf was entirely broken for about a couple of years or so due to mysterious reasons no one ever figured out (meson magically fixed it). Anyways, once again the build is broken due to rpi being forgotten about again, but instead of pretending to support this crap. Just drop it all. Nowadays, mmal hwdec is a relic since these devices are better off using the v4l2m2m ffmpeg fork instead which actually uses KMS properly. RPI 1 and 2 probably can't do this and will remain broken but oh well blame Broadcom for being special snowflakes and not using standard APIs (my rockpro worked out of the box; just saying). RPI 2 is nearly 10 years old anyways, so I think you can afford a new SBC by now. If we were nicer, there would be a deprecation period, but this is broken in the last major release anyway so too late. Closes #13402.
* command: export current-gpu-context propertynanahi2024-01-201-0/+1
| | | | | | | This exports `current-gpu-context` property, which is the string description of the current active GPU context. This allows scripts to uniquely identify the platform and backend used for --vo=gpu and --vo=gpu-next.
* cocoa: remove OpenGL cocoa backendder richter2023-11-101-4/+0
| | | | | | the OpenGL cocoa backend was deprecated in 0.29, it has lot of bugs, is completely unmaintained and can't properly playback anything anymore on the newest macOS. it is time to remove it.
* vo_gpu/vo_gpu_next: add vulkan support for macOSder richter2023-10-141-0/+4
| | | | | | | | add support for vulkan through metal and a translation layer like MoltenVK. also add the possibility to use different render timing modes for testing. i still consider this experimental atm.
* build: internally rename gl-wayland to egl-waylandDudemanguy2023-07-231-1/+1
| | | | | | This has always been a pet peeve of mine and in fact I named the option in meson "egl-wayland" with the intention of finally doing this. We call everything that's egl "egl-foo" internally except for wayland.
* options: transition options from OPT_FLAG to OPT_BOOLChristoph Heinrich2023-02-211-2/+2
| | | | | | c78482045444c488bb7948305d583a55d17cd236 introduced a bool option type as a replacement for the flag type, but didn't actually transition and remove the flag type because it would have been too much mundane work.
* Vulkan: add configure check for VK_KHR_display extensionrcombs2023-02-201-0/+2
| | | | This allows building directly against ICDs that don't implement this extension.
* gpu/context: properly guard wldmabuf contextDudemanguy2022-11-031-1/+1
| | | | | This should only be added if the build has dmabuf-wayland enabled. This fixes #10828.
* vo_dmabuf_wayland: use special ra_ctx_create_by_nameDudemanguy2022-10-281-6/+34
| | | | | | | | | | | | | | | | | | | vo_dmabuf_wayland has its own ra and context so it can handle all the different hwdec correctly. Unfortunately, this API was pretty clearly designed with vo_gpu/vo_gpu_next in mind and has a lot of concepts that don't make sense for vo_dmabuf_wayland. We still want to bolt on a ra_ctx, but instead let's rework the ra_ctx logic a little bit. First, this introduces a hidden bool within the ra_ctx_fns that is used to hide the wldmabuf context from users as an option (unlike the other usual contexts). We also want to make sure that hidden contexts wouldn't be autoprobed in the usual ra_ctx_create, so we be sure to skip those in that function. Additionally, let's create a new ra_ctx_create_by_name function which does exactly what says. It specifically selects a context based on a passed string. This function has no probing or option logic is simplified just for what vo_dmabuf_wayland needs. The api/context validations functions are modified just a little bit to make sure hidden contexts are skipped and the documentation is updated to remove this entries. Fixes #10793.
* vo_dmabuf_wayland: wayland VO displaying dmabuf buffersAaron Boxer2022-10-261-0/+7
| | | | | | | | | | | | | Wayland VO that can display images from either vaapi or drm hwdec The PR adds the following changes: 1. a context_wldmabuf context with no gl dependencies 2. no-op ra_wldmabuf and dmabuf_interop_wldmabuf objects no-op because there is no need to map/unmap the drmprime buffer, and there is no need to manage any textures. Tested on both x86_64 and rk3399 AArch64
* vo_gpu: lift ra_ctx_* opts to a global structNiklas Haas2021-11-031-14/+29
| | | | So I can re-use them for vo_gpu_next.
* vo_gpu: vulkan: implement a VkDisplayKHR backed contextPhilip Langdale2021-06-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | This is the Vulkan equivalent of the drm context for OpenGL, with the big difference that it's implemented purely in terms of Vulkan calls and doesn't actually require drm or kms. The basic idea is to identify a display, mode, and plane on a device, and then create a display backed surface for the swapchain. In theory, past that point, everything is the same, and this is in fact the case on Intel hardware. I can get a video playing on a vt. On nvidia, naturally, things don't work that way. Instead, nvidia only implemented the extension for scenarios where a VR application is stealing a display from a running window system, and not for standalone scenarios. With additional code, I've got this scenario to work but that's a separate incremental change. Other people have tested on AMD, and report roughly the same behaviour as on Intel. Note, that in this change, the VT will not be correctly restored after qutting. The only way to restore the VT is to introduce some drm specific code which I will illustrate in a separate change.
* options: Make validation and help possible for all option typesPhilip Langdale2021-03-281-16/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Today, validation is only possible for string type options. But there's no particular reason why it needs to be restricted in this way, and there are potential uses, to allow other options to be validated without forcing the option to have to reimplement parsing from scratch. The first part, simply making the validation function an explicit field instead of overloading priv is simple enough. But if we only do that, then the validation function still needs to deal with the raw pre-parsed string. Instead, we want to allow the value to be parsed before it is validated. That in turn leads to us having validator functions that should be type aware. Unfortunately, that means we need to keep the explicit macro like OPT_STRING_VALIDATE() as a way to enforce the correct typing of the function. Otherwise, we'd have to have the validator take a void * and hope the implementation can cast it correctly. For help, we don't have this problem, as help doesn't look at the value. Then, we turn validators that are really help generators into explicit help functions and where a validator is help + validation, we split them into two parts. I have, however, left functions that need to query information for both help and validation as single functions to avoid code duplication. In this change, I have not added an other OPT_FOO_VALIDATE() macros as they are not needed, but I will add some in a separate change to illustrate the pattern.
* vo_gpu: fix typo in struct namesfan52020-06-241-1/+1
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* Revert "vo_gpu: move wayland below X11 in autoprobe order"Dudemanguy2020-01-011-6/+6
| | | | This reverts commit a6d8e9b7ff0166ee6db69c41c0cfc319e03f4c80.
* vo_gpu: move wayland below X11 in autoprobe orderwm42019-12-301-6/+6
| | | | | | | I'm sick of mpv being accused of not doing it right. You can't do it right on Wayland? Long live X11. Fixes: #7307
* vo_gpu: vulkan: add Android contextsfan52019-09-271-0/+4
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* vo_gpu: remove vdpau/GLX backendwm42019-09-191-4/+0
| | | | | | | Useless garbage. This was once added to test whether vdpau presentation feedback could be used. Results were always unsatisfactory, and now vdpau is dead.
* vo_gpu: remove mali-fbdevwm42019-09-191-4/+0
| | | | | Useless at this point, I don't even know if it still works, or how to test it.
* vo_gpu: x11: remove special vdpau probing, use EGL by defaultwm42019-09-151-4/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Originally, vo_gpu/vo_opengl considered the case of Nvidia proprietary drivers, which required vdpau/GLX, and Intel open source drivers, which require vaapi/EGL. Since window creation and GPU context creation are inseparable in mpv's internal API, it had to pick the correct API very early, or hardware decoding wouldn't work. "x11probe" was introduced for this reason. It created a GLX context (without showing the window yet), and checked whether vdpau was available. If yes, it used GLX, if not, it continued probing x11/EGL. (Obviously it couldn't always fail on GLX without vdpau, which is why it was a separate "probe" backend.) Years passed, and now the situation is different. Vdpau is dead. Nvidia drivers and libavcodec now provide CUDA interop, which requires EGL, and fixes some of the vdpau problems. AMD drivers now provide vaapi, which generally works better than vdpau. Intel didn't change. In particular, vaapi provides working HEVC Main10 support. In theory, it should work on vdpau too, with quality reduction (no 10 bit surfaces), but I couldn't get it to work. So always prefer EGL. And suddenly hardware decoding works. This is actually rather important, because HEVC is unfortunately on the rise, despite shitty encoders and unoptimized decoders. The latter may mean that hardware decoding works better than libavcodec. This should have been done a long, long time ago.
* vo_gpu: vulkan: Add back context_win for libplaceboPhilip Langdale2019-04-211-3/+1
| | | | | Feature parity with the original ra_vk obviously requires win32 support, so let's put it back in.
* vo_gpu: vulkan: use libplacebo insteadNiklas Haas2019-04-211-1/+3
| | | | | | | | | | | | | | | | | | | | | | | | This commit rips out the entire mpv vulkan implementation in favor of exposing lightweight wrappers on top of libplacebo instead, which provides much of the same except in a more up-to-date and polished form. This (finally) unifies the code base between mpv and libplacebo, which is something I've been hoping to do for a long time. Note: The ra_pl wrappers are abstract enough from the actual libplacebo device type that we can in theory re-use them for other devices like d3d11 or even opengl in the future, so I moved them to a separate directory for the time being. However, the rest of the code is still vulkan-specific, so I've kept the "vulkan" naming and file paths, rather than introducing a new `--gpu-api` type. (Which would have been ended up with significantly more code duplicaiton) Plus, the code and functionality is similar enough that for most users this should just be a straight-up drop-in replacement. Note: This commit excludes some changes; specifically, the updates to context_win and hwdec_cuda are deferred to separate commits for authorship reasons.
* gpu: prefer wayland context on autodetectdudemanguy2018-11-191-3/+3
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* wscript: split egl-android from androidTom Yan2018-08-201-1/+1
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* vo_gpu: d3d11: initial implementationJames Ross-Gowan2017-11-071-0/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross. What works: - All of mpv's internal shaders should work, including compute shaders. - Some external shaders have been tested and work, including RAVU and adaptive-sharpen. - Non-dumb mode works, even on very old hardware. Most features work at feature level 9_3 and all features work at feature level 10_0. Some features also work at feature level 9_1 and 9_2, but without high-bit- depth FBOs, it's not very useful. (Hardware this old is probably not fast enough for advanced features anyway.) Note: This is more compatible than ANGLE, which requires 9_3 to work at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.) - Hardware decoding with D3D11VA, including decoding of 10-bit formats without truncation to 8-bit. What doesn't work / can be improved: - PBO upload and direct rendering does not work yet. Direct rendering requires persistent-mapped PBOs because the decoder needs to be able to read data from images that have already been decoded and uploaded. Unfortunately, it seems like persistent-mapped PBOs are fundamentally incompatible with D3D11, which requires all resources to use driver- managed memory and requires memory to be unmapped (and hence pointers to be invalidated) when a resource is used in a draw or copy operation. However it might be possible to use D3D11's limited multithreading capabilities to emulate some features of PBOs, like asynchronous texture uploading. - The blit() and clear() operations don't have equivalents in the D3D11 API that handle all cases, so in most cases, they have to be emulated with a shader. This is currently done inside ra_d3d11, but ideally it would be done in generic code, so it can take advantage of mpv's shader generation utilities. - SPIRV-Cross is used through a NIH C-compatible wrapper library, since it does not expose a C interface itself. The library is available here: https://github.com/rossy/crossc - The D3D11 context could be made to support more modern DXGI features in future. For example, it should be possible to add support for high-bit-depth and HDR output with DXGI 1.5/1.6.
* vo_gpu: semi-fix --gpu-context/--gpu-api options and help outputwm42017-10-161-14/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This was confusing at best. Change it to output the actual choices. (Seems like in the end it's always me who has to clean up other people's bullshit.) Context names were not unique - but they should be, so fix it. The whole point of the original --opengl-backend option was to side-step the tricky auto-detection, so you know exactly what you get. The goal of this commit is to make --gpu-context work the same way. Fix the non-unique names by appending "vk" to the names. Keep in mind that this was not suitable for slecting the "UI" backend anyway, since "x11" would force GLX, whereas people on not-NVIDIA actually want "x11egl". Users trying to use --gpu-context=x11 to force the X11 backend would always end up with GLX, which would at least break VAAPI hardware decoding for them. Basically the idea that this option could select the "UI" type is completely broken - it selects an implementation, which implies a UI. Selecting the UI type This would require a separate mechanism. (Although in theory this separate mechanism could be part of the --gpu-context option - in any case, someone would have to implement it.) To achieve help output that can actually be understood, just duplicate the code. Most of that code is duplicated anyway, and trying to share just the list code with the result of making the output unreadable doesn't make too much sense. If we wanted to save code/effort, we could just remove the help output altogether. --gpu-api has non-unique entries, and it would be nice to group them (e.g. list all OpenGL capable contexts with "opengl"), but C makes this simple idea too much of a pain, so don't do it. Also remove a stray tab from the android entry on the manpage.
* vo_gpu: mali-fbdev: fix build errorTobias Jakobi2017-10-131-2/+2
| | | | Apparantly the context was renamed.
* vo_gpu: android: fix gpu contextAman Gupta2017-10-091-0/+4
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* vo_gpu: vulkan: add support for WindowsJames Ross-Gowan2017-09-281-0/+4
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* vo_gpu: vulkan: add support for waylandRostislav Pehlivanov2017-09-261-0/+9
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* vo_gpu: vulkan: generalize SPIR-V compilerNiklas Haas2017-09-261-5/+13
| | | | | | | | | | | | | | In addition to the built-in nvidia compiler, we now also support a backend based on libshaderc. shaderc is sort of like glslang except it has a C API and is available as a dynamic library. The generated SPIR-V is now cached alongside the VkPipeline in the cached_program. We use a special cache header to ensure validity of this cache before passing it blindly to the vulkan implementation, since passing invalid SPIR-V can cause all sorts of nasty things. It's also designed to self-invalidate if the compiler gets better, by offering a catch-all `int compiler_version` that implementations can use as a cache invalidation marker.
* vo_gpu: vulkan: initial implementationNiklas Haas2017-09-261-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
* vo_gpu: fix autoprobing messagewm42017-09-221-2/+4
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* vo_gpu: convert windows/osx hwdecs/contexts to new APIJames Ross-Gowan2017-09-211-4/+2
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* vo_opengl: refactor into vo_gpuNiklas Haas2017-09-211-0/+186
This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.