| Commit message (Collapse) | Author | Age | Files | Lines |
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this is meant to replace the old and not properly working vo_gpu/opengl
cocoa backend in the future. the problems are various shortcomings of
Apple's opengl implementation and buggy behaviour in certain
circumstances that couldn't be properly worked around. there are also
certain regressions on newer macOS versions from 10.11 onwards.
- awful opengl performance with a none layer backed context
- huge amount of dropped frames with an early context flush
- flickering of system elements like the dock or volume indicator
- double buffering not properly working with a none layer backed context
- bad performance in fullscreen because of system optimisations
all the problems were caused by using a normal opengl context, that
seems somewhat abandoned by apple, and are fixed by using a layer backed
opengl context instead. problems that couldn't be fixed could be
properly worked around.
this has all features our old backend has sans the wid embedding,
the possibility to disable the automatic GPU switching and taking
screenshots of the window content. the first was deemed unnecessary by
me for now, since i just use the libmpv API that others can use anyway.
second is technically not possible atm because we have to pre-allocate
our opengl context at a time the config isn't read yet, so we can't get
the needed property. third one is a bit tricky because of deadlocking
and it needed to be in sync, hopefully i can work around that in the
future.
this also has at least one additional feature or eye-candy. a properly
working fullscreen animation with the native fs. also since this is a
direct port of the old backend of the parts that could be used, though
with adaptions and improvements, this looks a lot cleaner and easier to
understand.
some credit goes to @pigoz for the initial swift build support which
i could improve upon.
Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739,
#2392, #2217
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early flushing only caused problems on macOS, which includes:
- performance problems and huge amount of dropped frames
- problems with playing back video files with fps close to the display
refresh rate
- rendering at twice the rate of the video fps
- not properly detected display refresh rate
we always deactivate any early flush for macOS to fix these problems.
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Using the GL renderer for color conversion will make sure screenshots
will use the same conversion as normal video rendering. It can do this
for all types of screenshots.
The logic when to write 16 bit PNGs changes. To approximate the old
behavior, we decide by looking whether the source video format has more
than 8 bits per component. We apply this logic even for window
screenshots. Also, 16 bit PNGs now always include an unused alpha
channel. The reason is that FFmpeg has RGB48 and RGBA64 formats, but no
RGB064. RGB48 is 3 bytes and usually not supported by GPUs for
rendering, so we have to use RGBA64, which forces an alpha channel.
Will break for users who use --target-trc and similar options.
I considered creating a new gl_video context, but it could double GPU
memory use, so I didn't.
This uses FBOs instead of glGetTexImage(), because that increases the
chance it could work on GLES (e.g. ANGLE). Untested. No support for the
Vulkan and D3D11 backends yet.
Fixes #5498. Also fixes #5240, because the code for reading back is not
used with the new code path.
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Currently using the drmprime interop with external mpv intgration can lead
to rendering issues because the current frame is being released too early.
Typically using this with Qt results in one frame shift because Qt
will do waitforvsync and swap, rather than swap and waitforvsync.
This leads to tearing as the frambuffer is released while being
displayed on screen.
In order to avoid releasing the framebuffer that is displayed, We keep
the framebuffer alive for one more frame with triple buffering to make
sure that whatever rendering process is used, the framebuffer will not
be released when it's still on screen.
This was tested on RockChip Rock64
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SPIRV-Cross doesn't support this for the time being. It's possible this
could go away again at a later date.
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Get rid of the old vf.c code. Replace it with a generic filtering
framework, which can potentially handle more than just --vf. At least
reimplementing --af with this code is planned.
This changes some --vf semantics (including runtime behavior and the
"vf" command). The most important ones are listed in interface-changes.
vf_convert.c is renamed to f_swscale.c. It is now an internal filter
that can not be inserted by the user manually.
f_lavfi.c is a refactor of player/lavfi.c. The latter will be removed
once --lavfi-complex is reimplemented on top of f_lavfi.c. (which is
conceptually easy, but a big mess due to the data flow changes).
The existing filters are all changed heavily. The data flow of the new
filter framework is different. Especially EOF handling changes - EOF is
now a "frame" rather than a state, and must be passed through exactly
once.
Another major thing is that all filters must support dynamic format
changes. The filter reconfig() function goes away. (This sounds complex,
but since all filters need to handle EOF draining anyway, they can use
the same code, and it removes the mess with reconfig() having to predict
the output format, which completely breaks with libavfilter anyway.)
In addition, there is no automatic format negotiation or conversion.
libavfilter's primitive and insufficient API simply doesn't allow us to
do this in a reasonable way. Instead, filters can use f_autoconvert as
sub-filter, and tell it which formats they support. This filter will in
turn add actual conversion filters, such as f_swscale, to perform
necessary format changes.
vf_vapoursynth.c uses the same basic principle of operation as before,
but with worryingly different details in data flow. Still appears to
work.
The hardware deint filters (vf_vavpp.c, vf_d3d11vpp.c, vf_vdpaupp.c) are
heavily changed. Fortunately, they all used refqueue.c, which is for
sharing the data flow logic (especially for managing future/past
surfaces and such). It turns out it can be used to factor out most of
the data flow. Some of these filters accepted software input. Instead of
having ad-hoc upload code in each filter, surface upload is now
delegated to f_autoconvert, which can use f_hwupload to perform this.
Exporting VO capabilities is still a big mess (mp_stream_info stuff).
The D3D11 code drops the redundant image formats, and all code uses the
hw_subfmt (sw_format in FFmpeg) instead. Although that too seems to be a
big mess for now.
f_async_queue is unused.
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This segfaults otherwise. The conditional is needed to break a circular
dependency (gl_init depends on mpgl_load_functions which depends on
recreate_dispmanx which calls gl_ctx_resize).
Fixes #5398
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This allows us to automatically trigger a VOCTRL_RESIZE (also contained).
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Uses the EGL width/height by default when the user fails to set
the android-surface-width/android-surface-height options.
This means the vo-resize command is optional, and does not need to
be implemented on android devices which do not support rotation.
Signed-off-by: Aman Gupta <aman@tmm1.net>
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The callbacks for this are Java-only and EGL does not reliably
return the correct values.
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This means that we now explicitly set an interval of 1. Although that
should be the EGL default, some drivers could possibly ignore this
(unconfirmed). In any case, this commit also allows disabling vsync, for
users who want it.
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This allows RAs with support for non-opaque FBO formats to use a more
appropriate FBO format for the output tex, possibly enabling a more
efficient blit operation.
This requires distinguishing between real formats (which can be used to
create textures) and fake formats (e.g. ra_gl's FBO hack).
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This is especially interesting for vulkan since it allows completely
skipping the layout transition as part of the renderpass. Unfortunately,
that also means it needs to be put into renderpass_params, as opposed to
renderpass_run_params (unlike #4777).
Closes #4777.
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This hack was part of a solution to VSync judder in desktop OpenGL on
Windows. Rather than using blocking-SwapBuffers(), mpv could use
DwmFlush() to wait for the image to be presented by the compositor.
Since this would only work while the compositor was running, and the
compositor was silently disabled when OpenGL entered exclusive
fullscreen mode, mpv needed a way to detect exclusive fullscreen mode.
The code that is being removed could detect exclusive fullscreen mode by
checking the state of an undocumented mutex using undocumented native
API functions, but because of how fragile it was, it was always meant to
be removed when a better solution for accurate VSync in OpenGL was
found. Since then, mpv got the dxinterop backend, which uses desktop
OpenGL but has accurate VSync. It also got a native Direct3D 11 backend,
which is a viable alternative to OpenGL on Windows.
For people who are still using desktop OpenGL with WGL, there shouldn't
be much of a difference, since mpv can use other API functions to detect
exclusive fullscreen.
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Using vulkan with --hwdec crashed because of this.
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I've decided that MP_TRACE means “noisy spam per frame”, whereas
MP_DBG just means “more verbose debugging messages than MSGL_V”.
Basically, MSGL_DBG shouldn't create spam per frame like it currently
does, and MSGL_V should make sense to the end-user and provide mostly
additional informational output.
MP_DBG is basically what I want to make the new default for --log-file,
so the cut-off point for MP_DBG is if we probably want to know if for
debugging purposes but the user most likely doesn't care about on the
terminal.
Also, the debug callbacks for libass and ffmpeg got bumped in their
verbosity levels slightly, because being external components they're a
bit less relevant to mpv debugging, and a bit too over-eager in what
they consider to be relevant information.
I exclusively used the "try it on my machine and remove messages from
MSGL_* until it does what I want it to" approach of refactoring, so
YMMV.
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When autoprobing the hwdec interops (which now happens to all compiled
interops if hardware decoding is used), failure to load an interop
should not print an error in the normal case. So hide it.
(We could make the log level conditional on whether autoprobing is used,
but directly loading it without autoprobing is obscure, and most other
interops don't do this either.)
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We need to support hardware/drivers which do not support ARGB8888 in
their primary plane.
We also use p->primary_plane_format when creating the gbm surface, to
make sure it always matches (in actuality there should be little
difference).
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Finally get rid of all the HWDEC_* things, and instead rely on the
libavutil equivalents. vdpau still uses a shitty hack, but fuck the
vdpau code.
Remove all the now unneeded remains. The vdpau preemption thing was not
unused anymore; if someone cares this could probably be restored.
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With the recent changes, mpv's internal mechanisms got synced to
libavcodec's once more. Some things are still needed for filters (until
the mechanism gets replaced), but there's no need to require other hwdec
methods to use these fields. So remove them where they are unnecessary.
Also fix some minor leaks in the dxva2 backends, and set the driver_name
field in the Apple ones. Untested on Apple crap.
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It makes more sense to have it in the general video directory (along
with vdpau.c and vaapi.c), since the decoder source files don't even
access it anymore.
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The testing_only field is not referenced anymore with vaglx removed and
the previous commit dropping all uses.
The ra_hwdec_driver.api field became unused with the previous commit,
but all hwdec interop drivers still initialized it.
Since this touches highly OS-specific code, build regressions are
possible (plus the previous commit might break hw decoding at runtime).
At least hwdec_cuda.c still used the .api field, other than initializing
it.
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It will be present from libva 2.1 (VAAPI 1.1.0 or higher).
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This has stopped being useful a long time ago, and it's the only GPL
source file in the vo_gpu source directories. Recently it wasn't even
loaded at all, unless you forced loading it.
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Same reasoning as in commit 9b5d062d36e3.
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This can be used by the ANGLE backend and ra_d3d11.
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ra_d3d11 uses the SPIR-V compiler to translate GLSL to SPIR-V, which is
then translated to HLSL. This means it always exposes the same GLSL
version that the SPIR-V compiler supports (4.50 for shaderc/glslang.)
Despite claiming to support GLSL 4.50, some features that are tied to
the GLSL version in OpenGL are not supported by ra_d3d11 when targeting
legacy Direct3D feature levels.
This includes two features that mpv relies on:
- Reading from gl_FragCoord in the fragment shader (requires FL 10_0)
- textureGather from any texture component (requires FL 11_0)
These features have been exposed as new RA caps.
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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.
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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.)
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Backported from @haasn's change to libplacebo. More flexible than the
previous "shared || non-shared" distinction. The extra flexibility is
needed for Direct3D 11, but it also doesn't hurt code-wise.
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Not sure why there was 110, or why there is even a default.
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Apparently this is required, but it doesn't check for it. To be fair,
this was tested by creating a compatibility context and pretending it's
GL 2.1. GL_ARB_shader_storage_buffer_object actually requires GL 4.0 or
up, but GL_ARB_uniform_buffer_object requires only GL 2.0.
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This is just a dumb consequence of HWDEC_ types somehow being part of
both decoder and VO. Obviously, the VO should only care about supporting
specific hardware surface types or providing specific device types, but
until they are separated, stupid unintuitive mismatches will occur.
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See manpage additions.
(In ffmpeg-mpv and Libav, this is still called "cuvid". Libav won't work
yet, because it has no frame params support yet, but this could get
fixed soon.)
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This allows to group them and most of all query the group config when
needed and when we don't have the access to vo.
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This commit allows to use the AV_PIX_FMT_DRM_PRIME newly introduced
format in ffmpeg that allows decoders to provide an AVDRMFrameDescriptor
struct.
That struct holds dmabuf fds and information allowing zerocopy rendering
using KMS / DRM Atomic.
This has been tested on RockChip ROCK64 device.
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We want primary plane to be one top of overlay (video), so we need it to
be 32 bits.
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libva 2.0 (VAAPI 1.0.0) was released without it, but it is scheduled to
be included in libva 2.1.
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This should actually cover all of them, if you take into account that
some unchanged GPL source files include header files with such checks.
Also this was done already for the libaf derived code.
This is only for "safety" and to avoid misunderstandings.
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This new interface in libva2 offers a cleaner way to export surfaces
which can then be imported to EGL. In particular, this works with
the Mesa driver, so we can have proper playback without a pointless
download and upload on AMD cards.
This change does nothing with libva1, and will fall back to the
libva1 interface (vaDeriveImage() + vaAcquireBufferHandle()) if
vaExportSurfaceHandle() is not present.
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At the moment, rendering on Android requires ``--vo=opengl-cb`` and
a lot of java<->c++ bridging code to receive the receive and react to
the render callback in java. Performance also suffers with opengl-cb,
due to the overhead of context switching in JNI.
With this patch, Android can render using ``--vo=gpu |