| Commit message (Collapse) | Author | Age | Files | Lines |
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The CUDA dynamic loader was broken out of ffmpeg into its own repo
and package. This gives us an opportunity to re-use it in mpv and
remove our custom loader logic.
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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.
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Right now the atomic request is alive during the renderloop.
We want it to be alive until the drm egl context is destroyed because some properties
might still be set upon interop close
This patch make the request to be kept created even outside the renderloop.
The context uninit will commit the last request.
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We use triple buffering for this interop and we were only unreffing the
data structures, which doesn't destroy the drm buffers.
This patch allows to make sure that we release the drm buffers on
playback end.
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It turns out that Mali drivers are likely broken, and do not return
GBM_FORMAT_ARGB8888 (they return GBM_FORMAT_XRGB8888) when getting
EGL_NATIVE_VISUAL_ID for any EGLConfig, even though the resulting
EGLConfig appears to be capable of alpha.
It could also be potentially useful to allow an ARGB EGLConfig used
with an XRGB framebuffer on some platforms, so we do that. (cf. weston)
Unrelated indentation fix in gbm_format_to_string.
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This segfaults when the GPU context has not been fully initialized, such
as would be the case when initialization errors.
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The purpose of the new API is to make it useable with other APIs than
OpenGL, especially D3D11 and vulkan. In theory it's now possible to
support other vo_gpu backends, as well as backends that don't use the
vo_gpu code at all.
This also aims to get rid of the dumb mpv_get_sub_api() function. The
life cycle of the new mpv_render_context is a bit different from
mpv_opengl_cb_context, and you explicitly create/destroy the new
context, instead of calling init/uninit on an object returned by
mpv_get_sub_api().
In other to make the render API generic, it's annoyingly EGL style, and
requires you to pass in API-specific objects to generic functions. This
is to avoid explicit objects like the internal ra API has, because that
sounds more complicated and annoying for an API that's supposed to never
change.
The opengl_cb API will continue to exist for a bit longer, but
internally there are already a few tradeoffs, like reduced
thread-safety.
Mostly untested. Seems to work fine with mpc-qt.
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The VT switcher was being set up, but it was being neither polled nor
interrupted.
Insert wait_events and wakeup functions based on those from vo_drm,
and add return early in drm_egl_swap_buffers if p->active isn't set.
This should get basic VT switching working, however there will likely
still be some random glitches. Switching between mpv and X11/weston is
unlikely to work satisfactorily until we can solve the problems with
drmSetMaster and drmDropMaster.
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This introduces the option --drm-format (currently used only by
context_drm_egl, vo_drm implementation is pending) which allows you to
pick between a xrgb8888 or a xrgb2101010 visual for --gpu-context=drm.
Requires a recent mesa (18.0.0_rc4 or later) to work.
This also fixes a bug when using --gpu-context=drm on a 30bpp-enabled
mesa (allow_rgb10_configs set to true). Previously it would've set up
an XRGB8888 format at the DRM/GBM level, while a 30bpp EGLConfig would
be picked, resulting in a garbled image.
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This can be used by client code that needs to fail when it cannot find
a suitable EGLConfig.
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Coverity complained about the redundant init of hratio etc. - just
remove that and merge declaration/init of these variables. Also the
first double cast in each expression is unnecessary.
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There is now a better way. Reading the font framebuffer was always a
hack. The new code via VOCTRL_SCREENSHOT renders it into a FBO, which
does not come with the disadvantages of reading the front buffer (like
not being supported by GLES, possibly black regions due to overlapping
windows on some systems).
For now keep VOCTRL_SCREENSHOT_WIN on the VO level, because there are
still some lesser VOs and backends that use it.
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This allows the new GPU screenshot functionality introduced in
9f595f3a80ee to work with the D3D11 backend. It replaces the old window
screenshot functionality, which was shared between D3D11 and ANGLE. The
old code can be removed, since it's not needed by ANGLE anymore either.
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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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