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* vo_opengl: always reset some GL state when leaving rendererwm42016-04-221-5/+6
| | | | | | The active texture and some pixelstore parameters are now always reset to defaults when entering and leaving the renderer. Could be important for libmpv.
* vo_opengl: fix an outdated commentwm42016-04-161-3/+1
| | | | This wasn't updated over multiple iterations.
* lcms: include math.hwm42016-04-151-0/+1
| | | | Fixes #3053.
* vo_opengl: rpi: don't include x11 header filewm42016-04-151-1/+0
| | | | Copy & paste bug.
* vo_opengl: simplify and improve up scale=oversampleNiklas Haas2016-04-121-21/+5
| | | | | | | | | Since what we're doing is a linear blend of the four colors, we can just do it for free by using GPU sampling. This requires significantly fewer texture fetches and calculations to compute the final color, making it much more efficient. The code is also much shorter and simpler.
* vaapi: determine surface format in decoder, not in rendererwm42016-04-111-37/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Until now, we have made the assumption that a driver will use only 1 hardware surface format. the format is dictated by the driver (you don't create surfaces with a specific format - you just pass a rt_format and get a surface that will be in a specific driver-chosen format). In particular, the renderer created a dummy surface to probe the format, and hoped the decoder would produce the same format. Due to a driver bug this required a workaround to actually get the same format as the driver did. Change this so that the format is determined in the decoder. The format is then passed down as hw_subfmt, which allows the renderer to configure itself with the correct format. If the hardware surface changes its format midstream, the renderer can be reconfigured using the normal mechanisms. This calls va_surface_init_subformat() each time after the decoder returns a surface. Since libavcodec/AVFrame has no concept of sub- formats, this is unavoidable. It creates and destroys a derived VAImage, but this shouldn't have any bad performance effects (at least I didn't notice any measurable effects). Note that vaDeriveImage() failures are silently ignored as some drivers (the vdpau wrapper) support neither vaDeriveImage, nor EGL interop. In addition, we still probe whether we can map an image in the EGL interop code. This is important as it's the only way to determine whether EGL interop is supported at all. With respect to the driver bug mentioned above, it doesn't matter which format the test surface has. In vf_vavpp, also remove the rt_format guessing business. I think the existing logic was a bit meaningless anyway. It's not even a given that vavpp produces the same rt_format for output.
* vo_opengl: improve rotation handling (again)wm42016-04-082-44/+47
| | | | | | | | | | | | | | | | | Apply basic transformations like rotation by 90° and mirroring when sampling from the source textures. The original idea was making this part of img_tex.transform, but this didn't work: lots of code plays tricks on the transform, so manipulating it is not necessarily transparent, especially when width/height are switched. So add a new pre_transform field, which is strictly applied before the normal transform. This fixes most glitches involved with rotating the image. Cropping and rotation are now weirdly separated, even though they could be done in the same step. I think this is not much of a problem, and has the advantage that changing panscan does not trigger FBO reallocations (I think...).
* vo_opengl: log if glGetString(GL_VERSION) returns NULLwm42016-04-081-1/+3
| | | | | | Typically happens with some implementations if no context is currrent, or is otherwise broken. This is particularly relevant to the opengl_cb API, because the API user will have no other indication what went wrong.
* vo_opengl: videotoolbox: use kCVPixelBufferLock_ReadOnly for screenshotswm42016-04-071-7/+8
| | | | Why not.
* videotoolbox: change how videotoolbox format is managedwm42016-04-072-3/+20
| | | | | | | | | | | | | | | | | | | | | | | The underlying intention of this code is to make changing --videotoolbox-format at runtime work. For this reason, the format can't just be statically setup, but must be read from the option at runtime. This means the format is not fixed anymore, and we have to make sure the renderer is property reinitialized if the format changes. There is currently no way to trigger reinit on this level, which is why the mp_image_params.hw_subfmt field was introduced. One sketchy thing remains: normally, the renderer is supposed to be involved with VO format negotiation, which would ensure that the VO can take the format at all. Since the hw_subfmt is not part of this format negotiation, it's implied the get_vt_fmt() callback only returns formats supported by the renderer. This is not necessarily clear because vo_opengl checks this with converted_imgfmt separately. None of this matters in practice though, because we know all formats are always supported. (This still requires somehow triggering decoder reinit to make the change effective.)
* vo_opengl: fix build breakagewm42016-04-061-1/+1
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* vo_opengl: minor simplificationwm42016-04-051-3/+2
| | | | It's the same functionally.
* vo_opengl: fix nnedi + rectangle textureswm42016-04-053-4/+4
| | | | Shader compilation error due to incompatible samplers.
* gl_lcms: choose BT.1886 gamma per-channelNiklas Haas2016-04-011-24/+35
| | | | | | | | | This makes the black point closer (chromatically) to the white point, by ensuring channels keep their consistent brightness ratios as they go down to zero. I also raised the 3DLUT version as this changes semantics and is a separate commit from the previous one.
* vo_opengl: generate 3DLUT against source and use full BT.1886Niklas Haas2016-04-015-60/+152
| | | | | | | | | | | | | | | | | | | This commit refactors the 3DLUT loading mechanism to build the 3DLUT against the original source characteristics of the file. This allows us, among other things, to use a real BT.1886 profile for the source. This also allows us to actually use perceptual mappings. Finally, this reduces errors on standard gamut displays (where the previous 3DLUT target of BT.2020 was unreasonably wide). This also improves the overall accuracy of the 3DLUT due to eliminating rounding errors where possible, and allows for more accurate use of LUT-based ICC profiles. The current code is somewhat more ugly than necessary, because the idea was to implement this commit in a working state first, and then maybe refactor the profile loading mechanism in a later commit. Fixes #2815.
* vo_opengl: draw transparency checkerboard after upscalingNiklas Haas2016-03-291-4/+10
| | | | | | | | | | | | | This also draws it after color management etc. In a nutshell, this change makes the transparency checkerboard independent of upscaling, panning, cropping etc. It will always be the same apparent size and position (relative to the window). It will also be independent of the video colorspace and such things. (Note: This might cause white imbalance issues if playing a file with a white point that does not match the display, in absolute colorimetric mode. But that's uncommon, especially in conjunction with transparent image files, so it's not a primary concern here)
* vo_opengl: always premultiply alphawm42016-03-294-5/+1
| | | | | | Until now, we've let the windowing backend decide. But since they usually require premultiplied alpha, and premultiplied alpha is easier to handle, hardcode it.
* vo_opengl: fix rotation directionwm42016-03-291-1/+1
| | | | | | The recent changes fixed rotation handling, but reversed the rotation direction. The direction is expected to be counter-clockwise, because demuxers export video rotation metadata as such.
* vo_opengl: slightly compress gl_set_debug_logger()wm42016-03-281-7/+2
| | | | No functional changes.
* vo_opengl: reduce temporary variables in gl_transform_trans()wm42016-03-281-5/+5
| | | | | Using a single gl_transform variable instead of many float ones makes it easier to see what it's doing. No functional change.
* vo_opengl: fix rotationwm42016-03-282-48/+52
| | | | | | | | | | | | | | | | | | | | | | | | | | | This has been completely broken since commit 93546f0c. But even before, rotation handling did not make too much sense. In particular, it rotated the contents of the cropped image, instead of adjusting the crop rectangle as well. The result was that things like panscan or zooming did not behave as expected with rotation applied. The same is true for vertical flipping. Flipping is triggered by negative image stride. OpenGL does not support flipping the image on upload, so it's done as part of the rendering. It can be triggered with --vf=flip, but other filters and even decoders could setup negative stride to flip the image. Fix these issues by applying transforms to texture coordinates properly, and by making rotation and flipping part of these transforms. This still doesn't work properly for separated scaling. The issue is that we'd have to adjust how the passes are done. For now, pick a very stupid solution by rotating the image to a FBO, and then scaling from that. This has the avantage that the scale logic doesn't have to be complicated for such a rare case. It could be improved later. Prescaling is apparently still broken. I don't know if chroma positioning works properly either. None of this should affect the case with no rotation.
* vo_opengl: fix row-major vs. column-major confusionwm42016-03-282-4/+7
| | | | | | | | | gl_transform_vec() assumed column-major, while everything else seemed to assumed row-major memory organization for gl_transform.m. Also, gl_transform_trans() seems to contain additional confusion. This didn't matter until now, as everything has been orthogonal, this the swapped matrix entries were always 0.
* vo_opengl: don't upload potentially uninitialized memory to GL bufferwm42016-03-281-1/+1
| | | | | | | | | If the texture count is lower than 4, entries in va.textcoord[] will remain uninitialized. While this is unlikely to be a problem (since these values are unused on the shader side too), it's not nice and might explain some things which have shown up in valgrind. Fix by always initializing the whole thing.
* vo_openg: fix debanding + rectangle-textureswm42016-03-271-1/+1
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* vo_opengl: minor coding style adjustmentwm42016-03-241-3/+4
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* vo_opengl: utils: some more minor shader string building optimizationwm42016-03-241-23/+35
| | | | | | | | | | | | Instead of reallocating almost all of the shader string several times per pass, build it into a fixed buffer that will be reallocated as needed. While this still uses a linear search and full comparison of the shader text, this will compare the shader's string length first before doing a full comparison as a nice side effect. (That's also why the fragment shader is compared first - it's more likely to be different for different cache entries than the vertex shader stub.)
* vo_opengl: utils: slightly optimize shader string buildingwm42016-03-231-22/+21
| | | | | Use bstr as appending buffer, which should avoid frequent reallocation and copying. The previous commit should help with this a little.
* vo_opengl_cb: fix NULL derefwm42016-03-231-1/+2
| | | | | Broken in commit d6c99c85. vo_opengl_cb.c adds the corner case that p->osd can be NULL. This make opengl-cb always crash.
* vo_opengl: fix blend-subtitles=video in some caseswm42016-03-221-0/+1
| | | | | | | | | Shader miscompilation and bad output. Regression probably since commit 93546f0c (or one of the following ones). Fixes #2982.
* vo_opengl, osd: allow osc.lua to react faster on resizeswm42016-03-213-10/+25
| | | | | | | | | Glitches when resizing are still possible, but are reduced. Other VOs could support this too, but don't need to do so. (Totally avoiding glitches would be much more effort, and probably not worth the trouble. How about you just watch the video the player is playing, instead of spending your time resizing the window.)
* vo_opengl: GLX: try to create 3.3 core profile contextwm42016-03-193-6/+26
| | | | | | | | | | | | | | | | Until now, we have tried to create a GL 3.0 context. The main reason for this is that many Mesa-based drivers did not support anything better. But some drivers (Mesa AMD) will not report a higher OpenGL version, because their compatibility mode is restricted. While later GL features are reported as extensions just fine, there doesn't seem to be a way to determine or enable higher GLSL versions. Add some more shitty hacks to try to deal with this messed up situation, and try to probe each interesting GL version separately (starting with 3.3, then 3.2 etc.). Other backends might suffer from similar problems, but these will have to deal with it on their own. Probably fixes #2938, or maybe not.
* vo_opengl: dxva2egl: ignore alpha component in the mapped videowm42016-03-171-3/+1
| | | | | | | | | | | converted_imgfmt will be used by the renderer logic to build an appropriate shader chain. It doesn't influence the format of any textures. Thus it doesn't matter whether the hw video surface is mapped as RGB or RGBA. What matters is if the video actually contains alpha or not. Since virtually all hardware decoder do not support alpha in any way, this can be hardcoded as "no alpha". This avoids unnecessary GPU work.
* vo_opengl: fix operation without GL_ARB_texture_rgwm42016-03-171-4/+11
| | | | | | | | This also gets rid of the kind of hard to read texture swizzle setup and turns it into something dumber. Assumes that we don't create any FBOs with 2 channel formats. (Only the video source textures are handled by this commit.)
* vo_opengl: fix sharpen filterwm42016-03-163-4/+5
| | | | | | Regression since commit 93546f0c. Fixes #2956.
* vo_opengl: only open one OpenGL/DX interop handle when using dxva2Kevin Mitchell2016-03-152-18/+23
| | | | | | | | | Previously, gl->DXOpenDeviceNV was called twice using dxva2 with dxinterop. AMD drivers refused to allow this. With this commit, context_dxinterop sets its own implementation of MPGetNativeDisplay, which can return either a IDirect3DDevice9Ex or a dxinterop_device_HANDLE depending on the "name" request string. hwdec_dxva2gldx then requests both of these avoiding the need to call gl->DXOpenDeviceNV a second time.
* vo_opengl: add dxva2 interop to angle backendKevin Mitchell2016-03-102-0/+350
| | | | | | Like dxinterop, this uses StretchRect or RGB conversion. This is unavoidable as long as we use the dxva2 API, as there is no way to access the raw hardware decoded Direct3D9 surfaces.
* vo_opengl: use the same type for cached and current uniform valueswm42016-03-101-12/+11
| | | | Slightly improvement over the previous commit.
* vo_opengl: cache the values of the uniform variablesigv2016-03-101-20/+31
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* vo_opengl: cache the locations of the uniform variablesigv2016-03-091-6/+13
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* vo_opengl: decrease default superxbr-edge-strengthNiklas Haas2016-03-071-1/+1
| | | | | | The default of 1.0 was basically making half the algorithm do nothing, since it turned off all diagonal contributions. The upstream default is 0.6, and this produces a more reasonable image.
* vo_opengl: improve superxbr algorithmNiklas Haas2016-03-071-12/+11
| | | | | | | | The values were changed to reflect an upstream change in the source for the super-xBR implementation. The anti-ringing code was basically not working at all, the new algorithm _significantly_ improves the result (reduces ringing).
* vo_opengl: refactor superxbr algorithmNiklas Haas2016-03-073-133/+150
| | | | | | | | | | | | | | | | | | This is a fresh implementation from scratch that carries with it significantly less baggage and verbosity from the previous (ported) version. The actual values for the masks and such were copied from the current code. Behavior and performance should be unaffected. An important difference between the old code and the new code is that the new code always explicitly samples from the first component, rather than being able to process multiple planes at once. Since prescale-luma only affects luma, I deemed this unnecessary. May change in the future, if prescale-chroma ever gets implemented. But prescaling multiple planes would be slow to do this way. (Better would be to generalize it to differently-sized vectors)
* vo_opengl: refactor plane-skipping optimizationsNiklas Haas2016-03-051-16/+26
| | | | | | Instead of hard-coding the logic and planes to skip, factor this out to a reusible function, and instead add the number of relevant coordinates to the texture state.
* vo_opengl: rename prescale to prescale-lumaNiklas Haas2016-03-052-13/+14
| | | | | | Since prescale now literally only affects the luma plane (and the filters are all designed for luma-only operation either way), the option has been renamed and the documentation updated to clarify this.
* vo_opengl: add macros for scaler unitsNiklas Haas2016-03-052-34/+42
| | | | | There was no real point in hard-coding these all over the place, especially since the order was sort of arbitrary and confusing.
* vo_opengl: refactor pass_read_video and texture bindingNiklas Haas2016-03-057-379/+488
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a pretty major rewrite of the internal texture binding mechanic, which makes it more flexible. In general, the difference between the old and current approaches is that now, all texture description is held in a struct img_tex and only explicitly bound with pass_bind. (Once bound, a texture unit is assumed to be set in stone and no longer tied to the img_tex) This approach makes the code inside pass_read_video significantly more flexible and cuts down on the number of weird special cases and spaghetti logic. It also has some improvements, e.g. cutting down greatly on the number of unnecessary conversion passes inside pass_read_video (which was previously mostly done to cope with the fact that the alternative would have resulted in a combinatorial explosion of code complexity). Some other notable changes (and potential improvements): - texture expansion is now *always* handled in pass_read_video, and the colormatrix never does this anymore. (Which means the code could probably be removed from the colormatrix generation logic, modulo some other VOs) - struct fbo_tex now stores both its "physical" and "logical" (configured) size, which cuts down on the amount of width/height baggage on some function calls - vo_opengl can now technically support textures with different bit depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries inside img_format.c doesn't export this (nor does ffmpeg support it, really) so the status quo of using the same tex_mul for all planes is kept. - dumb_mode is now only needed because of the indirect_fbo being in the main rendering pipeline. If we reintroduce p->use_indirect and thread a transform through the entire program this could be skipped where unnecessary, allowing for the removal of dumb_mode. But I'm not sure how to do this in a clean way. (Which is part of why it got introduced to begin with) - It would be trivial to resurrect source-shader now (it would just be one extra 'if' inside pass_read_video).
* vo_opengl: wayland: don't destroy NULL wl_egl_windowwm42016-03-031-1/+2
| | | | | The wayland client API crashes intentionally when trying to free NULL objects. (Thanks.)
* vo_opengl: remove redundant codeigv2016-02-281-2/+2
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* vo_opengl: set uniform variable "pixel_size" for internal shadersigv2016-02-265-28/+28
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* vo_opengl: dxinterop: fix compatibility issue with Vistaigv2016-02-261-1/+2
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* vo_opengl, vo_rpi: unbreak a few thingswm42016-02-242-2/+2
| | | | | Commit 2f562825 didn't remove the "color" declaration for these. Since the shader header already declares it, shader compilation broke.
* vo_opengl: declare vec4 color inside fragment shader stubNiklas Haas2016-02-233-43/+27
| | | | | | Why was this done so stupidly, with so many complicated special cases, before? Declare it once so the shader bits don't have to figure out where and when to do so themselves.
* vo_opengl: set uniform variable "pixel_size"igv2016-02-221-0/+2
| | | | | pixel_size is often used variable, also reciprocal is a costly operation for AMD and older nVidia (prior to Kepler) GPUs.
* vo_opengl: set the correct size of the input imageigv2016-02-221-2/+2
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* dxva2: fix shared surface typeJames Ross-Gowan2016-02-191-22/+22
| | | | | | | | | | | The WGL_NV_DX_interop spec says that a shared IDirect3DSurface9 must not be lockable, but off-screen plain surfaces are always lockable and using them causes Nvidia drivers to crash. Use a rendertarget for the shared surface instead. This also changes the name of the DX_interop handle for the rendertarget to match the name of the DirectX object (rather than the GL one) to match the convention used in context_dxinterop.c.
* vo_opengl: use correct gl_target variablewm42016-02-181-2/+2
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