| Commit message (Collapse) | Author | Age | Files | Lines |
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When ANGLE is using D3D11 and not running in DirectComposition mode,
DXGI will hook the video window's message loop and override Alt+Enter to
trigger a transition to exclusive fullscreen mode (which doesn't even
work with mpv's renderer for some reason.) This behaviour can be
disabled by getting a pointer to the IDXGIFactory associated with the
D3D11 device and calling MakeWindowAssociation with the appropriate
flags.
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Enable m_sub_options_copy() to copy nested sub-options, and also enable
it to create an option struct from defaults. We can get rid of most of
the crap in assign_options() now.
Calling handle_scaler_opt() to get a static allocation for scaler name
is still needed. It's moved to reinit_scaler(), which seems to be a
better place for it. Without it, dangling pointers could be created when
options are changed. (And in fact, this fixes possible dangling pointers
for window.name.) In theory we could create a dynamic copy, but that
seemed even more messy.
Chance of regressions.
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Commit 026b75e7 actually enabled changing icc options at runtime (via
vo_cmdline), but it didn't quite work. In particular, changing the icc-
profile option just kept the old profile, because it was cached
accordingly.
As part of this, change gl_lcms.opts from a struct to a pointer to a
struct. We properly copy it, instead of allowing possibly dangling
strings, like it was done in a working but unclean way before.
Also, reinit the whole rendering chain when the auto icc profile
changes, just like it's done when icc options are changed.
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Passing the bstr thing as pointer makes no sense. Everywhere else bstr
structs are passed by value because they're so small. Only when it's
supposed to receive a return value they're not.
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It's never NULL.
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Originally, video.c did not access any CMS things (other than lut3d
being set on it), but this has changed. In practice, almost all accesses
to it have moved to video.c. vo_opengl only created it, and set the auto
icc profile path.
Complete the move.
Some things wrt. option handling are a bit fishy. (But when is this not
the case.)
icc-profile-auto was not tested, but the distributed human CI will take
care of it.
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This was dumb. Also, lcms.h has actually no need to include video.h
besides this and csputils.h (makes it slightly less entangled).
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Well this was dumb.
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This algorithm works really well. Setting it is a much better
"out-of-the-box" experience than just clipping, which will always look
ugly.
In other words, with this default, users of mpv will just be able to
play HDR content without even realizing it's HDR (pretty much).
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Instead of doing HDR tone mapping on an ad-hoc basis inside
pass_colormanage, the reference peak of an image is now part of the
image params (alongside colorspace, gamma, etc.) and tone mapping is
done whenever peak_src != peak_dst.
To get sensible behavior when mixing HDR and SDR content and displays,
target-brightness is a generic filler for "the assumed brightness of SDR
content".
This gets rid of the weird display_scaled hack, sets the framework
for multiple HDR functions with difference reference peaks, and allows
us to (in a future commit) autodetect the right source peak from
the HDR metadata.
(Apart from metadata, the source peak can also be controlled via
vf_format. For HDR content this adjusts the overall image brightness,
for SDR content it's like simulating a different exposure)
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The wayland protocol exposes scaling done by the compositor to
compensate for small window sizes on small high DPI displays. If the
program ignores the scaling done, what'll happen is the compositor is
going to ask the program to be scaled down by N times the window size and
then it'll upscale the program's surface by N times. The scaling
algorithm seems to be bilinear so the scaling is quite obvious.
This commit sets up callbacks to listen for the scaling factor of each
output and, on rescale events, notifies the compositor that the
surface's scale is what the compositor asked for and changes the
player's surface to the appropriate size, causing no scaling to be done
by the compositor.
Compositors not supporting this interface will ignore the callbacks and do
nothing, keeping program behaviour the same. For compositors supporting
and using this interface (mutter), this will fix the rendering to be pixel
precise as it should be.
Both the opengl wayland backend and the wayland vo have been fixed to support
this. Verified to not break either on weston and mutter.
Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
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Developed by John Hable for use in Uncharted 2. Also used by Frictional
Games in SOMA. Originally inspired by a filmic tone mapping algorithm
created by Kodak.
From http://frictionalgames.blogspot.de/2012/09/tech-feature-hdr-lightning.html
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This is the canonical name for the algorithm. I simply didn't know it
before.
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We now have a video filter that uses the d3d11 video processor, so it
makes no sense to have one in the VO interop code. The VO uses it for
formats not directly supported by ANGLE (so the video data is converted
to a RGB texture, which ANGLE can take in).
Change this so that the video filter is automatically inserted if
needed. Move the code that maps RGB surfaces to its own inteorp backend.
Add a bunch of new image formats, which are used to enforce the new
constraints, and to automatically insert the filter only when needed.
The added vf mechanism to auto-insert the d3d11vpp filter is very dumb
and primitive, and will work only for this specific purpose. The format
negotiation mechanism in the filter chain is generally not very pretty,
and mostly broken as well. (libavfilter has a different mechanism, and
these mechanisms don't match well, so vf_lavfi uses some sort of hack.
It only works because hwaccel and non-hwaccel formats are strictly
separated.)
The RGB interop is now only used with older ANGLE versions. The only
reason I'm keeping it is because it's relatively isolated (uses only
existing mechanisms and adds no new concepts), and because I want to be
able to compare the behavior of the old code with the new one for
testing. It will be removed eventually.
If ANGLE has NV12 interop, P010 is now handled by converting to NV12
with the video processor, instead of converting it to RGB and using the
old mechanism to import that as a texture.
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This avoids a copy of the video image and lowers vsync jitter. Since
there are now two options to add to the window_attribs list, it has been
made dynamic.
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A lot of real-world shaders start off with comments explaining the usage
or license, generating lots of "empty" passes. This simply change allows
us to skip them, which silences the warning spam and prevents us from
having to store and copy around these empty passes.
It also adds a more useful failure check: Attempting to use a user
shader that doesn't define any passes at all.
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This requires the GL_EXT_texture_norm16 extension and works in ANGLE.
A default precision had to be set for sampler3Ds, otherwise the shaders
would fail to compile.
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ES shaders do not allow implicit conversion from int to float, which
is the most annoying ES anti-feature ever.
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This must be called if a texture shared between D3D devices is updated.
Often enough, the shared devices will be the same device, but ANGLE
forces using shared surfaces. I suppose there is no guarantee the driver
will do the expected thing. Internally, the driver could for example not
insert the required barriers before the shared texture is used.
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See previous commit.
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Rename it to get out of OpenGL's namespace. The gl_ prefix is used by
other mpv functions, but no OpenGL ones.
The "slice" parameter was never actually used, and all callers passed 0
for it.
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The main change is actually that e first copy to a "staging" memory
frame, and then upload this at once. The old non-PBO code called
glTexsubImage2D for each OSD sub-bitmap.
The new non-PBO code path is a bit faster now if there are many small
sub-bitmaps (on Linux/nVidia). It's also a bit simpler, so this is a
win.
(Although I don't particularly appreciate the mixed normal/PBO texture
code.)
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Some of these checks became pointless after dropping ES 2.0 support for
extended filtering.
GL_EXT_texture_rg is part of core in ES 3.0, and we already check for
this version, so testing for the extension is redundant.
GL_OES_texture_half_float_linear is also always available, at least as
far as our needs go.
The functionality we need from GL_EXT_color_buffer_half_float is always
available in ES 3.2, and we explicitly check for ES 3.2, so reject this
extension if the ES version is new enough.
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For some reason, GLES has no glMapBuffer, only glMapBufferRange.
GLES 2 has no buffer mapping at all, and GL 2.1 does not always have
glMapBufferRange. On those PBOs remain unsupported (there's no reason to
care about GL 2.1 without the extension).
This doesn't actually work on ANGLE, and I have no idea why. (There are
artifacts on OSD, as if parts of the OSD data weren't copied.) It works
on desktop OpenGL and at least 1 other ES 3 implementation. Don't enable
it on ANGLE, I guess.
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Not sure how much can be gained with this, as we can't use it properly
yet. For now, this is used only before rendering, which probably does
overwhelmingly nothing.
In the future, this should be used after temporary passes, which could
possibly reduce memory usage and even memory bandwidth usage, depending
on the drivers.
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Only log when actual extensions are loaded, never log anything about
builtins.
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Following commit 84ccebd9, the internal helpers don't allow GL_RGB and
GL_RGBA as internal formats for FBO attachments anymore.
While OpenGL itself is perfectly fine with it, I don't see much of a
reason to bother, and mixing sized and unsized internal formats is
confusing anyway.
Just remove these formats.
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ES 2.0 has this weird rule that not the internalformat parameter
determines the internal format, but the combination of all texture
parameters. GL_OES_texture_half_float thus does not specify e.g. a
GL_RGBA16F format, but requires passing GL_RGBA as format and
GL_HALF_FLOAT_OES as type. We won't bother with this, since ES 2.0 is a
lost cause anyway.
This also removes the OpenGL error when the code is trying to create a
f16 FBO for testing whether FBOs work.
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gl_video_upload_image() can fail in the hardware decoding case. In this
case rendering continued "normally", which meant that pass_get_img_tex()
would kill the process with an assertion failure.
Fix this by allowing gl_video_upload_image() to fail, and exit rendering
early enough to skip code which requires an image to be present. (Maybe
this is still a bit too subtle, but better than before.)
Set an error flag, and render the blue screen we introduced for shader
errors. (For this purpose also move the rendering of it to final output,
to ensure it's visible at all.) The error flag is temporary, because the
associated failure might also be temporary, unlike shader compilation
errors.
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ANGLE doesn't handle this very strictly. But if they change this in the
future, it shouldn't brick us.
Not quite happy with this glsl_extensions fields, but it is quite
unintrusive after all.
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No reason not to, and makes the following commit slightly simpler.
In fact, this makes the shaders more correct too. Normally, "#extension"
must come before any normal shader text, including the "precision"
directive. Not sure why this worked before. (Probably didn't.)
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ANGLE was missing texture() overloads in the shader compiler for
GL_TEXTURE_EXTERNAL_OES textures. Support has been added upstream,
so we can use it now.
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With the new hooks mechanism, user shaders and such are actually loaded
before rendering starts, instead of being loaded during rendering. This
is used to cache them (instead of e.g. reparsing them every frame).
The cached state wasn't cleared correctly in some situations. Namely,
resizing didn't correctly enable/disable prescale hooks.
Reorganize how these reinitializations are handled. Get rid of
reinit_rendering(), whose meaning was pretty unclear. Call the required
functions to reset or recreate state directly wherever they are needed.
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wscript builds hwdec_dxva2gldx.c if gl-dxinterop is enabled, while
video/dxva2.c depends on d3d-hwaccel. If d3d-hwaccel is disabled, then
hwdec_dxva2gldx.c will fail to link, because it uses
d3d9_surface_in_mp_image(), defined in dxva2.c.
Fix this by removing the use of this function. It has barely any value
at this point anyway. Just use the libavcodec documented way to get the
surface directly.
Fixes #3150.
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No reason to make it a special case.
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Use dynamic memory allocation, as the static allocation is starting to
get annoying.
Currently, SC_MAX_ENTRIES is essentially still a static upper limit on
the number of shaders. But in future we could try a more clever cache
replacement strategy, which does not keep stale entries forever if the
maximum happens not to be reached.
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The new uniforms introduced by 362015c have exceeded the uniform limit
when using high-radius tscale. In addition, the SC limit of 32 entries
might be pushing it with user shaders.
Just make these value a bigger to delay the onset of this same failure
mode. Maybe in the future it should be reworked to grow dynamically?
Either way, we *can* always predict a static upper bound on the number
of uniforms and shader cache entries, it's just that we forgot to do so.
Fixes #3151
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This makes it so that users with actual HDR displays can just set their
config to target-trc=st2084 and get native HDR output. This will look a
bit silly for SDR content (everything will be really bright), but for
lack of a better tone mapping situation (including reverse tone mapping)
this is the easiest thing to do for now.
Ideally the brightness metadata should be part of the colorspace struct
or something (with mpv always adapting where necessary), but it depends
on the TRC and not the primaries so it's a bit more complicated than
that.
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Since dumb mode is affected by tone mapping (which I'll call a feature,
not a bug), we need to copy over the configuration - in particular, the
defaults. (To prevent a render failure)
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Since HDR content is now auto-detected as such, we should probably do
something smarter in the "no configuration" case, such as outputting
gamma 2.2 instead.
This decision will affect the majority of users of stock configurations
who just play back appropriately tagged HDR files, so having a good
default behavior is important. "Output the HDR content as-is" is
definitely not likely to give the user a good result.
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Seems sensible.
Untested.
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Make it dynamic and never remove entries from it.
For now, this is better than possibly creating dangling pointers all
over the place in the gl_user_shader struct.
Untested.
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?
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GLES shaders disallow implicit conversion from int to float.
This has been broken for quite a while.
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This is now a configurable option, with tunable parameters.
I got inspiration for these algorithms off wikipedia. "simple" seems to
work pretty well, but not well enough to make it a reasonable default.
Some other notable candidates:
- Local functions (e.g. based on local contrast or gradient)
- Clamp with soft knee (linear up to a point)
- Mapping in CIE L*Ch. Map L smoothly, clamp C and h.
- Color appearance models
These will have to be implemented some other time.
Note that the parameter "peak_src" to pass_tone_map should, in
principle, be auto-detected from the SEI information of the source file
where available. This will also have to be implemented in a later
commit.
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Due to the way color management in mpv worked historically, the subtitle
blending function was written to preserve the linearity of the input.
(In the past, the 3DLUT function required linear inputs)
Since the 3DLUT was refactored to accept the video color directly, the
re-linearization after blending is now virtually always redundant.
(Notably, it's also redundant when CMS is turned off, so this way of
writing the code stopped making sense a long time ago. It is a remnant
from before the pass_colormanage function was as flexible as it is now)
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Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is i |