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* wayland: only render if we have frame callbackDudemanguy2020-09-213-6/+25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Back in the olden days, mpv's wayland backend was driven by the frame callback. This had several issues and was removed in favor of the current approach which allowed some advanced features (like display-resample and presentation time) to actually work properly. However as a consequence, it meant that mpv always rendered, even if the surface was hidden. Wayland people consider this "wasteful" (and well they aren't wrong). This commit aims to avoid wasteful rendering by doing some additional checks in the swapchain. There's three main parts to this. 1. Wayland EGL now uses an external swapchain (like the drm context). Before we start a new frame, we check to see if we are waiting on a callback from the compositor. If there is no wait, then go ahead and proceed to render the frame, swap buffers, and then initiate vo_wayland_wait_frame to poll (with a timeout) for the next potential callback. If we are still waiting on callback from the compositor when starting a new frame, then we simple skip rendering it entirely until the surface comes back into view. 2. Wayland on vulkan has essentially the same approach although the details are a little different. The ra_vk_ctx does not have support for an external swapchain and although such a mechanism could theoretically be added, it doesn't make much sense with libplacebo. Instead, start_frame was added as a param and used to check for callback. 3. For wlshm, it's simply a matter of adding frame callback to it, leveraging vo_wayland_wait_frame, and using the frame callback value to whether or not to draw the image.
* wayland: conditionally commit surface on resizeDudemanguy2020-08-201-1/+4
| | | | | | | | | | | | | | | | | | | | | It was possible for sway to get incorrectly sized borders if you resized the mpv window in a creative manner (e.g. open a video in a non-floating mode, set window scale to 2, then float it and witness wrong border sizes). This is possibly a sway bug (Plasma doesn't have these border issues at least), but there's a reasonable workaround for this. The reason for the incorrect border size is because it is possible for mpv to ignore the width/height from the toplevel listener and set its own size. This new size can differ from what sway/wlroots believes the size is which is what causes the sever side decorations to be drawn on incorrect dimensions. A simple trick is to just explicitly commit the surface after a resize is performed. This is only done if mpv is not fullscreened or maximized since we always obey the compositor widths/heights in those cases. Sending the commit signals the compositor of the new change in the surface and thus sway/wlroots updates its internal coordinates appropriately and borders are no longer broken.
* wayland: don't rely on presentation discardedDudemanguy2020-08-161-3/+0
| | | | | | | | | | | | | When using presentation time, we have to be sure to update the ust when no presentation events are received to make sure playback is still smooth and in sync. Part of the recent presentation time refactor was to use the presentation discarded event to signal that the window is hidden. Evidently, this doesn't work the same everywhere for whatever reason (drivers?? hardware??) and at least one user experienced issues with playback getting out of sync since (presumably) the discarded event didn't occur when hiding the window. Instead, let's just go back to the old way of checking if the last_ust is equal to the ust value of the last member in the wayland sync queue. Fixes #8010.
* wayland: refactor presentation timeDudemanguy2020-08-161-27/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The motivation for this change was a segfault caused by e107342 which has complicated reasons for occuring (i.e. I'm not 100% sure but I think it is a really weird race). The major part of this commit is moving the initialization of presentation listener to the frame_callback function. Calling it in swap_buffers worked fine but in practice it meant a lot of meaningless function calls if a window was hidden (the presentation would just be immediately discarded). By calling it in frame_callback, we ensure the listener is only created when it is possible to receive a presentation event. Of course calling the presentation listener in feedback_presented or feedback_discarded was considered, but ultimately these events are too slow. Receiving the ust/msc/sbc triplet here and then passing it to mpv results in higher vsync judder since there is (likely) not enough time before the next pageflip. By design, the frame callback is meant to give us as much time as possible before the next repaint so calling it here is probably optimal. Additionally, we can make better use of the feedback_discarded event. The wp_presentation_feedback should not be destroyed here. It will be taken care of either when we get feedback again or when the player quits. Instead what we can do is set a bool that tells wayland_sync_swap to update itself based on mp_time delta. In practice, the result is not any different than before, but it should be more understandable what is going on now. Of course, the segfault mentioned at the beginning is fixed with this as well.
* vo_gpu: vulkan: print libplacebo API verNiklas Haas2020-07-161-0/+1
| | | | | | | | This normally gets printed by libplacebo itself when initializing the context, but due to the way our code is structured (for convenience) we don't have the log hook enabled by the time this function call is relevant. So instead just print it manually as an easier work-around than restructuring the code.
* vo_gpu: vulkan: add ability to disable eventsNiklas Haas2020-06-301-0/+5
| | | | | | | | | | | libplacebo exposes this feature already, because this particular type of bug is unusually common in practice. Simply make use of it, by exposing it as an option. Could probably also bump the libplacebo minimum version to get rid of the #if, but that would break debian oldoldstable or something. Fixes #7867.
* vulkan/wayland: fix another build breakageDaniel Bermond2020-06-051-1/+1
| | | | | | | | | | | | | | | Commit 07b0c18 introduced some build breakages. Some breakages were fixed on c1fc535 and a1adafe. This one is still remaining. This commit fixes the following build error: [153/521] Compiling video/out/vulkan/context_wayland.c ../video/out/vulkan/context_wayland.c:26:10: fatal error: video/out/wayland/presentation-time.h: No such file or directory 26 | #include "video/out/wayland/presentation-time.h" | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ compilation terminated. Relevant to: #7802
* wayland: use mp_time deltas for presentation timeDudemanguy2020-04-201-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | One not-so-nice hack in the wayland code is the assumption of when a window is hidden (out of view from the compositor) and an arbitrary delay for enabling/disabling the usage of presentation time. Since you do not receive any presentation feedback when a window is hidden on wayland (a feature or misfeature depending on who you ask), the ust is updated based on the refresh_nsec statistic gathered from the previous feedback event. The flaw with this is that refresh_nsec basically just reports back the display's refresh rate (1 / refresh_rate * 10^9). It doesn't tell you how long the vsync interval really was. So as a video is left playing out of view, the wl->last_queue_display_time becomes increasingly inaccurate. This led to a vsync spike when bringing the mpv window back into sight after it was hidden for a period of time. The hack for working around this is to just wait a while before enabling presentation time again. The discrepancy between the "bogus" wl->last_queue_display_time and the actual value you get from the feedback only happens initially after a switch. If you just discard those values, you avoid the dramatic vsync spike. It turns out that there's a smarter way to do this. Just use mp_time_us deltas. The whole reason for these hacks is because wl->last_queue_display_time wasn't close enough to how long it would take for a frame to actually display if it wasn't hidden. Instead, mpv's internal timer can be used, and the difference between wayland_sync_swap calls is a close enough proxy for the vsync interval (certainly better than using the monitor's refresh rate). This avoids the entire conundrum of massive vsync spikes when bringing the player back into view, and it means we can get rid of extra crap like wl->hidden.
* options: change option macros and all option declarationswm42020-03-181-10/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Change all OPT_* macros such that they don't define the entire m_option initializer, and instead expand only to a part of it, which sets certain fields. This requires changing almost every option declaration, because they all use these macros. A declaration now always starts with {"name", ... followed by designated initializers only (possibly wrapped in macros). The OPT_* macros now initialize the .offset and .type fields only, sometimes also .priv and others. I think this change makes the option macros less tricky. The old code had to stuff everything into macro arguments (and attempted to allow setting arbitrary fields by letting the user pass designated initializers in the vararg parts). Some of this was made messy due to C99 and C11 not allowing 0-sized varargs with ',' removal. It's also possible that this change is pointless, other than cosmetic preferences. Not too happy about some things. For example, the OPT_CHOICE() indentation I applied looks a bit ugly. Much of this change was done with regex search&replace, but some places required manual editing. In particular, code in "obscure" areas (which I didn't include in compilation) might be broken now. In wayland_common.c the author of some option declarations confused the flags parameter with the default value (though the default value was also properly set below). I fixed this with this change.
* wayland: remove wayland-frame-wait-offset optiondudemanguy2020-01-311-1/+1
| | | | | | | | | | | | | | | | | This originally existed as a hack for weston. In certain scenarios, a frame taking too long to render would cause vo_wayland_wait_frame to timeout which would result in a ton of dropped frames. The naive solution was to just to add a slight delay to the time value. If a frame took too long, it would likely to fall under the timeout value and all was well. This was exposed to the user since the default delay (1000) was completely arbitrary. However with presentation time, this doesn't appear to be neccesary. Fresh frames that take longer than the display's refresh rate (16.666 ms in most cases) behave well in Weston. In the other two main compositors without presentation time (GNOME and Plasma), they also do not experience any ill effects. It's better not to overcomplicate things, so this "feature" can be removed now.
* vo_gpu: vulkan: set allow_suboptimal when possibleNiklas Haas2019-12-221-0/+5
| | | | | This was added in libplacebo v1.29.0 and allows making resizes slightly smoother for clients that already handle resize events (such as mpv).
* wayland: fix presentation timeDudemanguy9112019-10-202-1/+10
| | | | | | | | | | There's 2 stupid things here that need to be fixed. First of all, vulkan wasn't actually using presentation time because somehow the get_vsync function in context.c disappeared. Secondly, if the mpv window was hidden it was updating the ust time based on the refresh_usec but really it should simply just not feed any information to the vsync info structure. So this adds some logic to assume whether or not a window is hidden.
* wayland: add various render-related optionsdudemanguy2019-10-201-1/+2
| | | | | The newest wayland changes have some new logic that make sense to expose to users as configurable options.
* wayland: add presentation timedudemanguy2019-10-202-2/+82
| | | | | Use ust/msc/refresh values from wayland's presentation time in mpv's ra_swapchain_fns.get_vsync for the wayland contexts.
* wayland: use callback flag + poll for buffer swapdudemanguy2019-10-106-7/+57
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
* vo: make swapchain-depth option generic for all VOsAnton Kindestam2019-09-281-1/+1
| | | | In preparation for making vo_drm able to use swapchain-depth
* vo_gpu: vulkan: add Android contextsfan52019-09-271-0/+94
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* vo/gpu: vulkan: Pass the device name option through to libplaceboPhilip Langdale2019-08-241-0/+1
| | | | | | | | | We collect a 'vulkan-device' option today but then don't actually pass it on, so it's useless. Once that's fixed, it can be used to select a specific vulkan device by name. Tested with the new nvidia offload feature to select between the nvidia and intel GPUs.
* vo_gpu: hwdec_vaapi: Add Vulkan interopPhilip Langdale2019-07-082-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | This change introduces a vulkan interop path for the vaapi hwdec. The basic principles are mostly the same as for EGL, with the exported dma_buf being imported by Vukan. The biggest difference is that we cannot reuse the texture as we do with OpenGL - there's no way to rebind a VkImage to a different piece of memory, as far as I can see. So, a new texture is created on each map call. I did not bother implementing a code path for the old libva API as I think it's safe to assume any system with a working vulkan driver will have access to a newer libva. Note that we are using separate layers for the vaapi surface, just as is done for EGL. This is because libplacebo doesn't support multiplane images. This change does not include format negotiation because no driver implements the vk_ext_image_drm_format_modifier extension that would be required to do that. In practice, the two formats we care about (nv12, p010) work correctly, so we are not blocked. A separate change had to be made in libplacebo to filter out non-fatal validation errors related to surface sizes due to the lack of format negotiation.
* vo_gpu: vulkan: Add back context_win for libplaceboPhilip Langdale2019-04-211-0/+104
| | | | | Feature parity with the original ra_vk obviously requires win32 support, so let's put it back in.
* vo_gpu: vulkan: use libplacebo insteadNiklas Haas2019-04-2114-4353/+117
| | | | | | | | | | | | | | | | | | | | | | | | This commit rips out the entire mpv vulkan implementation in favor of exposing lightweight wrappers on top of libplacebo instead, which provides much of the same except in a more up-to-date and polished form. This (finally) unifies the code base between mpv and libplacebo, which is something I've been hoping to do for a long time. Note: The ra_pl wrappers are abstract enough from the actual libplacebo device type that we can in theory re-use them for other devices like d3d11 or even opengl in the future, so I moved them to a separate directory for the time being. However, the rest of the code is still vulkan-specific, so I've kept the "vulkan" naming and file paths, rather than introducing a new `--gpu-api` type. (Which would have been ended up with significantly more code duplicaiton) Plus, the code and functionality is similar enough that for most users this should just be a straight-up drop-in replacement. Note: This commit excludes some changes; specifically, the updates to context_win and hwdec_cuda are deferred to separate commits for authorship reasons.
* vo_gpu: index desc namespaces by raNiklas Haas2019-04-211-1/+1
| | | | | No reason to require them be constant. This allows them to depend on runtime characteristics of the `ra`.
* spirv: remove --spirv-compiler=nvidiaNiklas Haas2018-12-011-54/+0
| | | | | | | | | | | | This option has been deprecated upstream for a long time, probably doesn't even work anymore, and won't work moving forwards as we replace the vulkan code by libplacebo wrappers. I haven't removed the option completely yet since in theory we could still add support for e.g. a native glslang wrapper in the future. But most likely the future of this code is deletion. As an aside, fix an issue where the man page didn't mention d3d11.
* vulkan: slightly improve vsync jitter measurementsNiklas Haas2018-11-191-0/+19
| | | | | | | | | | | | | | | By design, some vulkan implementations block until vsync during vkAcquireNextImageKHR. Since mpv only considers the time that `swap_buffers` spent blocking as constituting part of the vsync, we can help it out a bit by pre-emptively calling this function here in order to improve the accuracy of vsync jitter measurements on vulkan. (If it fails, we just ignore the error and have the user call it a second time later - maybe it will work then) On my system this drops vsync-jitter from ~0.030 to ~0.007, an accuracy of +/- 100μs. (Which *might* have something to do with the fact that this is the polling interval for command polling)
* vo_gpu: vulkan: only rotate the queues on swapNiklas Haas2018-11-192-12/+9
| | | | | | | | Makes performance slightly better when using multiple queues by avoiding unnecessary semaphores due to bad queue selection. Also remove an aeons-old workaround for an nvidia bug that only ever existed in the earliest beta vulkan drivers anyway.
* vo_gpu: vulkan: Always use KHR suffix types and definesPhilip Langdale2018-11-033-9/+9
| | | | | | | | | I was inconsistent about this originally, as the functionality was moved into the core spec in 1.1 and so both suffixed and unsuffixed versions of everything exist and can be mixed together. There's no reason to fail to build with 1.0.39+ so I'm fixing the names.
* vo_gpu: vulkan: Add a function to get the device UUIDPhilip Langdale2018-10-222-0/+25
| | | | We need this to do device matching for the cuda interop.
* vo_gpu: vulkan: Add arbitrary user data for an ra_vk_bufPhilip Langdale2018-10-222-0/+18
| | | | | | | | | This is arguably a little contrived, but in the case of CUDA interop, we have to track additional state on the cuda side for each exported buffer. If we want to be able to manage buffers with an ra_buf_pool, we need some way to keep that CUDA state associated with each created buffer. The easiest way to do that is to attach it directly to the buffers.
* vo_gpu: vulkan: Add support for exporting buffer memoryPhilip Langdale2018-10-227-6/+178
| | | | | | | | | | | | | | | | | | | | The CUDA/Vulkan interop works on the basis of memory being exported from Vulkan and then imported by CUDA. To enable this, we add a way to declare a buffer as being intended for export, and then add a function to do the export. For now, we support the fd and Handle based exports on Linux and Windows respectively. There are others, which we can support when a need arises. Also note that this is just for exporting buffers, rather than textures (VkImages). Image import on the CUDA side is supposed to work, but it is currently buggy and waiting for a new driver release. Finally, at least with my nvidia hardware and drivers, everything seems to work even if we don't initialise the buffer with the right exportability options. Nevertheless I'm enforcing it so that we're following the spec.
* vo_gpu: vulkan: suppress bogus error message on --vulkan-deviceNiklas Haas2018-10-211-5/+5
| | | | | | Since the code just broke out of the loop on a match rather than jumping straight to the end of the function body, it ended up hitting the code path for when the end of the list was reached.
* vo_gpu: vulkan: fix the buffer size on partial uploadNiklas Haas2018-10-191-0/+1
| | | | | | | | | | | This was pased on the texture height, which was a mistake. In some cases it could exceed the actual size of the buffer, leading to a vulkan API error. This didn't seem to cause any problems in practice, since a too-large synchronization is just bad for performance and shouldn't do any harm internally, but either way, it was still undefined behavior to submit a barrier outside of the buffer size. Fix the calculation, thus fixing this issue.
* vo_gpu: remove old window screenshot glue code and GL implementationwm42018-02-131-1/+0
| | | | | | | | | | | 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.
* vo_gpu: add RA_CAP for gl_NumWorkGroupsNiklas Haas2018-02-051-1/+1
| | | | | SPIRV-Cross doesn't support this for the time being. It's possible this could go away again at a later date.
* vo_gpu: vulkan: correctly enable textureGatherOffsetNiklas Haas2018-02-052-2/+3
| | | | This also requires a vulkan feature / SPIR-V capability to function
* vo_gpu: vulkan: don't issue queries for unused timersNiklas Haas2018-02-051-5/+13
| | | | | | | The vulkan validation layers warn you if you try requesting a query result from a timer that hasn't even been started yet, so we have to do some extra bit of work to keep track of which indices we've seen so far, and avoid the queries on them.
* vo_gpu: vulkan: try enabling required featuresNiklas Haas2018-02-052-0/+10
| | | | | | | Instead of enabling every feature under the sun, make an effort to just whitelist the ones we actually might use. Turns out the extended storage format support is needed for some of the storage formats we use, in particular rgba16.
* vo_gpu: vulkan: add missing buffer barrier fieldsNiklas Haas2018-02-051-0/+2
| | | | These were accidentally omitted.
* vo_gpu: vulkan: fix segfault due to index mismatchNiklas Haas2017-12-251-5/+8
| | | | | | | | The queue family index and the queue info index are not necessarily the same, so we're forced to do a check based on the queue family index itself. Fixes #5049
* vo_gpu: vulkan: fix some image barrier odditiesNiklas Haas2017-12-251-10/+5
| | | | | | | | | | | A vulkan validation layer update pointed out that this was wrong; we still need to use the access type corresponding to the stage mask, even if it means our code won't be able to skip the pipeline barrier (which would be wrong anyway). In additiona to this, we're also not allowed to specify any source access mask when transitioning from top_of_pipe, which doesn't make any sense anyway.
* vo_gpu: vulkan: fix sharing mode on malloc'd buffersNiklas Haas2017-12-251-1/+0
| | | | Might explain some of the issues in multi-queue scenarios?
* vo_gpu: vulkan: fix dummyPass creationNiklas Haas2017-12-251-1/+1
| | | | This violates vulkan spec
* vo_gpu: vulkan: fix the rgb565a1 names -> rgb5a1Niklas Haas2017-12-251-2/+2
| | | | This is 5 bits per channel, not 565
* vo_gpu: vulkan: allow disabling async tf/compNiklas Haas2017-12-253-4/+21
| | | | | | | | | Async compute in particular seems to cause problems on some drivers, and even when supprted the benefits are not that massive from the tests I have seen, so it's probably safe to keep off by default. Async transfer on the other hand seems to work better and offers a more substantial improvement, so it's kept on.
* vo_gpu: vulkan: refine queue family selection algorithmNiklas Haas2017-12-251-2/+7
| | | | | | This gets confused by e.g. SPARSE_BIT on the TRANSFER_BIT, leading to situations where "more specialized" is ambiguous and the logic breaks down. So to fix it, only compare the subset we care about.
* vo_gpu: vulkan: prefer vkCmdCopyImage over vkCmdBlitImageNiklas Haas2017-12-251-8/+31