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* client API: add a new way to pass X11 Display etc. to render APIwm42018-03-261-0/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
* vo_gpu: export the GLSL format qualifier for ra_formatJames Ross-Gowan2017-11-071-0/+59
| | | | | | | | | | | | | | | Backported from @haasn's change to libplacebo, except in the current RA, there's nothing to indicate an ra_format can be bound as a storage image, so there's no way to force all of these formats to have a glsl_format. Instead, the layout qualifier will be removed if glsl_format is NULL. This is needed for the upcoming ra_d3d11 backend. In Direct3D 11, while loading float values from unorm images often works as expected, it's technically undefined behaviour, and in Windows 10, it will cause the debug layer to spam the log with error messages. Also, apparently in GLSL, the format name must match the image's format exactly (but in Direct3D, it just has to have the same component type.)
* vo_opengl: refactor into vo_gpuNiklas Haas2017-09-211-0/+327
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.