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* build: make various x11 protocol extension libs mandatorywm42017-04-213-65/+31
| | | | | | | Reduces the ifdeffery, which is good and will avoid silent breakages, or weird behavior if a lib is omitted. Also reorder the x11_common.c include statements.
* vo_opengl: fix crash by coping temporal_dither_period for dumb mode toowm42017-04-211-0/+1
| | | | | Specifically, this field must never be 0 (and the option can naturally not be 0 in any way, unless it wasn't initialized correctly).
* cocoa: fix retrieval of unfs window size while animatingAkemi2017-04-171-1/+2
| | | | | | | | | | | due to the System inherent fullscreen animation the option and the actual fullscreen state can be out of sync, leading to a wrongly reported unfs window size in the time of the animation. just always fall back to the window size, we keep track of, when we either are in fullscreen or are currently switching to it. Fixes #4323
* vo_opengl: move X11 backends before Waylandwm42017-04-161-3/+3
| | | | | | | | Wayland is still too amateurish, and multiple features don't work, including critical ones. There is no solution in sight, so prefer X11. (Which seems to mostly work ok via xwayland.) Once all problems are solved, the defaults can be switched back.
* vo_opengl: minor cosmeticswm42017-04-143-11/+13
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* vo_opengl: add option for caching shaders on diskwm42017-04-086-12/+142
| | | | | | | | | | | | | Mostly because of ANGLE (sadly). The implementation became unpleasantly big, but at least it's relatively self-contained. I'm not sure to what degree shaders from different drivers are compatible as in whether a driver would randomly misbehave if it's fed a binary created by another driver. The useless binayFormat parameter won't help it, as they can probably easily clash. As usual, OpenGL is pretty shit here.
* vo_opengl: fix a confused commentwm42017-04-081-1/+1
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* vo_opengl: remove two unused symbolswm42017-04-082-2/+0
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* vo_opengl: add our own copy of OpenGL headerswm42017-04-077-170/+781
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | gl_headers.h is basically header_fixes.h done consequently. It contains all OpenGL defines (and some typedefs) we need. We don't include GL headers provided by the system anymore. Some care has to be taken by certain windowing APIs including all of gl.h anyway. Then the definitions could clash. Fortunately, redefining preprocessor symbols to the same content is allowed and ignored. Also, redefining typedefs to the same thing is allowed in C11. Apparently the latter is not allowed in C99, so there is an imperfect attempt to avoid the typedefs if required API symbols are apparently present already. The nost risky part about this are the standard typedefs and GLAPIENTRY. The latter is different only on win32 (and at least consistently so). The typedefs are mostly based on stdint.h typedefs, which khrplatform.h clumsily emulates on platforms which don't have it. The biggest difference is that we define GLsizeiptr directly to ptrdiff_t, instead of checking for the _WIN64 symbol and defining it to long or long long. This also typedefs GLsync to __GLsync, just like the khronos headers. Although symbols prefixed with __ are implementation reserved, khronos also violates this rule, and having the same definition as khronos will avoid problems on duplicate definitions. We can simplify the build scripts too. The ios-gl check seems a bit wrong now (what we really want to test for is EAGLContext), but I can't test and thus can't improve it. cuda_dynamic.h redefined two GL symbols; just include the new headers directly instead.
* vo_opengl: add a generic EGL function loader functionwm42017-04-068-42/+40
| | | | | | | This is pretty trivial, but also quite annoying due to details like mismatching eglGetProcAddress() function signature (most callers just cast the function pointer), and ARM/Linux hacks. So move them all to one place.
* vo_opengl: fix windows build if GLES3 is detectedwm42017-04-061-0/+4
| | | | | | | | | With the recent GLES3 header detection, and if ANGLE is in the search path, the ANGLE headers will be used over the desktop GL ones. It appears the ANGLE headers do not include <windows.h>, which leads to the dxinterop code to fail building. Oops. Fix this by including <windows.h> is dxinterop is compiled in.
* vo_opengl: header_fixes.h: merge IOS GLES blockwm42017-04-061-18/+3
| | | | | | | | It appears we expect IOS to provide GLES 3. The IOS block contains all symbols from the GLES block. Weirdly not all, so it's possible that some symbols will be redefined, which is annoying, but harmless. I don't have an iOS setup to test, otherwise it's likely that a modification of the IOS include statements would take care of this.
* build: replace android-gl check with a standard GLES3 checkwm42017-04-062-2/+2
| | | | | There's no reason to make it Android specific, as it uses standard include paths.
* w32_common: refactor mouse button handlingJames Ross-Gowan2017-04-041-39/+47
| | | | | | | Previously, the shared behaviour for each mouse-button message lived at the bottom of the WndProc. Move it into handle_mouse_down/up functions (similar to the handle_key_down/up functions.) This makes the WndProc slightly less complicated. There should be no change in behaviour.
* vo_opengl: use 16 bit textures with anglewm42017-04-032-2/+5
| | | | | | Regression due to 03fe506. It accidentally changed the default value if glGetTexLevelParameteriv() is not available, which is the case with ANGLE.
* w32_common: fix undefined behaviour when toggling fullscreenJames Ross-Gowan2017-04-021-222/+214
| | | | | | | The old code called reinit_window_state() from the VO thread, which is not safe. Instead of calling reinit_window_state() when VO_EVENT_FULLSCREEN_STATE is captured, it should be called when sending the event from the Win32 thread instead.
* cocoa: fix retrieval of unfs window sizeAkemi2017-03-261-3/+11
| | | | | | | | | | | | | | there are two minor bugs. mpv could try to retrieve the size when in fullscreen and would get the fullscreen size. to fix that we keep track of the window size before going into fullscreen. the second small bug is when using HiDPI resolution and the --hidpi-window-scale option. we actually want the OSD to show the proper window scale depending on the hidpi settings. before when resizing the window to double the size it could show "window-scale: 1.0" or "window-scale: 0.5" when resizing to normal size. now it considers the backing scale factor and the hidpi option to return a logical correct window size.
* cocoa: fix first responder when borderless window is usedAkemi2017-03-261-0/+7
| | | | | | | | | | | | | this fixes a weird behaviour when a borderless window's style mask is set to a none-borderless style mask. this can happen when cycling the border or just toggling fullscreen. what happens is that the first responder is reset to the NSWindow instead of being kept, the events view in our case. this happens without the usual resignFirstResponder, becomeFirstResponder routine. this is a small workaround that overrides the setStyleMask method. it keeps the first responder from before the style mask change and resets this first responder after the new style mask was applied.
* osx: fix key input in certain circumstancesAkemi2017-03-263-19/+0
| | | | | | | | | | | | | for a reason i can just assume some key events can vanish from the event chain and mpv seems unresponsive. after quite some testing i could confirm that the events are present at the first entry point of the event chain, the sendEvent method of the Application, and that they vanish at a point afterwards. now we use that entry point to grab keyDown and keyUp events. we also stop propagating those key events to prevent the no key input' error sound. if we ever need the key events somewhere down the event chain we need to start propagating them again. though this is not necessary currently.
* vo_opengl: angle: add --angle-flip to set the present modelJames Ross-Gowan2017-03-261-2/+28
| | | | | | | | DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL might be buggy on some hardware. Additionaly DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL might be supported on some Windows 7 systems with the platform update, but it might have poor performance. In these cases, the user might want to disable the use of DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL swap chains with --angle-flip=no.
* droptarget: fix style and refactorJames Ross-Gowan2017-03-261-123/+106
| | | | | | | | | | | This makes the code more closely match mpv's style. Specifically, it changes some names from camelCase to snake_case, removes some Hungarian notation, replaces direct vtbl access with COM macros, makes use of the SAFE_RELEASE macro, moves some declarations closer to their first use, and fixes the brace style, as well as a few other things. This also makes the IDropTargetVtbl static and it fixes the buggy QueryInterface implementation.
* w32_common: move the IDropTarget impl to a separate fileJames Ross-Gowan2017-03-263-201/+269
| | | | | | This was mostly self-contained, so its removal makes w32_common.c a bit easier to read. Also, because it was self contained and its author has agreed to LGPL relicencing, the new file has the LGPL licence header.
* vo_opengl: replace uniform variable image_size with input_sizeigv2017-03-251-2/+5
| | | | | | input_size can be the size of a cropped image Signed-off-by: wm4 <wm4@nowhere>
* vo_opengl: add tex_offset uniform variable to user shadersigv2017-03-251-0/+5
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* vo_opengl: make size of a cropped source image available to user shadersigv2017-03-251-0/+6
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* vo_x11: fix an unused variable warningwm42017-03-241-1/+0
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* vo_x11: reduce flickering on playlist navigationrr-2017-03-241-2/+7
| | | | | | | | | | The delay between call to .resize, which cleared the buffer, and actually rendering the first video frame, was significant, resulting in short flicker on navigation and resizing. This was especially visible when zooming and navigating between images. Now the clearing is scheduled to happen just before the rendering, which looks to be good enough even without double buffering.
* vo_opengl: add a backend start_frame callback for context_vdpauwm42017-03-204-40/+52
| | | | | | Might be useful for other backends too. For context_vdpau, resize handling, presentation, and handling the mapping state becomes somewhat less awkward.
* vo_opengl: read framebuffer depth from actual FBO used for renderingwm42017-03-208-21/+25
| | | | | | | | | | | | In some cases, such as when using the libmpv opengl-cb API, or with certain vo_opengl backends, the main framebuffer is never accessed. Instead, rendering is done to a FBO that acts as back buffer. This meant an incorrect/broken bit depth could be used for dithering. Change it to read the framebuffer depth lazily on the first render call. Also move the main FBO field out of the GL struct to MPGLContext, because the renderer's init function does not need to access it anymore.
* vo_opengl: move some init_gl code to utility functionswm42017-03-203-50/+61
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* vo_opengl: add a --opengl-es=force2 optionwm42017-03-203-3/+9
| | | | | | | Useful for testing. Unfortunately, the nVidia EGL driver ignores this, and returns a GLES 3.2 context anyway (which it is allowed to do). Might still be useable with ANGLE, which will really give you a GLES 2 context if you ask for it.
* vo_opengl: properly respect dither option if dumb mode is usedwm42017-03-201-1/+6
| | | | | | | When dumb mode is used (the "simple" rendering path), respect the dither options. Options should never be ignored (except in GLESv2 mode); either they should be respected in dumb mode, or they should disable dumb mode. In this case, the former applies.
* vo_opengl: context_vdpau: resize output surfaces lazilywm42017-03-191-80/+82
| | | | | | | This actually fixes the dreaded errors during resizing. It works pretty much like before, except each surface is reallocated before it's used. It implies surfaces with the old size remain in the presentation queue and will be displayed.
* vo_opengl: context_vdpau: minor fixeswm42017-03-192-20/+38
| | | | | | | | | | | | | | | | | | Don't assume 0 is an invalid object handle. vdpau with its weird API design makes all objects indexes, with 0 being a perfectly valid and common value. You need to use VDP_INVALID_HANDLE, which is not 0. Don't crash if init fails at vdpau initialization. It's because mp_vdpau_destroy(NULL) crashes. Simplify it. Destroy output surface backed FBO before output surface. Also, strictly bookkeep the map/unmap calls (and unmap surfaces before destroying the FBO/texture). I can't see a change in the weird errors when resizing the window, but I guess it's slightly more correct. Add the GL_WRITE_DISCARD_NV symbol to header_fixes.h, because we might fail compilation with headers that do not contain the vdpau extension (well, probably doesn't matter).
* vo_opengl: fix some undefined behaviorwm42017-03-181-1/+1
| | | | | | | The gl_timer_last_us() function could access samples[-1]. Fix by coercing to unsigned, so the % will put it into index [0,max). The real value returned in this corner case doesn't mean too much, I guess.
* vo_opengl: add experimental vdpauglx backendwm42017-03-182-0/+379
| | | | | | | | | | | | | | | | As the manpage says, this has no value other than adding bugs. It uses code based on context_x11.c, and basically does very stripped down context creation (no alpha support etc.). It uses vdpau for display, and maps vdpau output surfaces as FBOs to render into them. This might be good to experiment with asynchronous presentation. For now, it presents synchronously, with a 4 frame delay (which should whack off A/V sync). The forced 4 frame delay is probably also why interaction feels slower. There are some weird vdpau errors on resizing and uninit. No idea what causes them.
* vo_opengl: add log field to MGLContextwm42017-03-182-0/+2
| | | | | | Should have done this 1000 years ago. Now GL backends can use mp_log macros directly on the MPGLContext, instead of doing stupid things like for example MP_WARN(ctx->vo, ...).
* wayland_common: organize and correctly map mouse buttonsRostislav Pehlivanov2017-03-171-4/+8
| | | | | | | The function tried to do something clever but ignored the fact that the middle button followed the left button rather than the right. Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
* cocoa: set background of the title bar from black to whiteAkemi2017-03-092-1/+3
| | | | | | | | | | | | due to the see-through nature of the title bar and our standard black window background, the title bar appears dark grey opposed to the expected light grey. we change the window background to white but at the same time set the background of the enclosed view to black. that way the title bar has a white background and the background of our video stays black in all cases. this prevents white flashing in some cases when the video is resized with too heavy render settings.
* cocoa: fix autofit options on HiDPI resolutions without HiDPI scalingAkemi2017-03-091-33/+15
| | | | Fixes #4194
* options: add M_OPT_FILE to some more file optionsPhilip Sequeira2017-03-063-4/+4
| | | | (Helps shell completion.)
* filter_kernels: Keep f.radius in terms of dest/filter coords.Nicholas J. Kain2017-03-064-12/+20
| | | | | | | | | | | | | The existing code modifies f.radius so that it is in terms of the filter sample radius (in the source coordinate space) and has some small errors because of this behavior. This commit changes f.radius so that it is always in terms of the filter function radius (in the destination coordinate space). The sample radius can always be derived by multiplying f.radius by filter_scale, which is the new, more descriptive name for the previous inv_scale.
* filter_kernels: Apply blur/taper before culling radius.Nicholas J. Kain2017-03-061-3/+3
| | | | | | | | | | | | | Modifications to the input coordinates should all be performed before the final range check against the filter boundaries. However, in the existing code, the blur/taper is applied after the filter radius check is performed. Thus, effectively the filter radius cutoff is applied to only-downscaling-metric-modified coordinates, not the final coordinates. Correct this issue and restructure the returns a bit to make it more obvious what is being done.
* cocoa: improve calculation of new window position on a different screenAkemi2017-02-281-13/+44
| | | | | | | | | | | forcibly moving a window from one screen to another is supposed to put it in a position that looks relative the same as on the old screen, as in bottom, top, left and right margin look the same, without changing the window size. in some situations the old code moved the window off screen or on top of the menu bar so it ended up at a somewhat random position. the new code fixes some edge cases but is probably not completely correct since the priority is to make sure that the window ends up on the right screen.
* cocoa: only move window into screen bounds when changing screensAkemi2017-02-271-3/+9
| | | | | | | | | | | when forcibly moving windows to a different screen with --screen or --fs-screen we need to move the window into the screen bounds if the window is out of bounds, otherwise it can end up on the wrong screen. previously it always recalculated the bounds and moved the window when toggling fullscreen, now it only does the bound calculation when changing screens. Fixes #4178
* cocoa: fix segfault in certain circumstancesAkemi2017-02-273-3/+9
| | | | | | | | | | | | | | i falsely assumed that the windowDidChangeScreen was meant to report ‘physical’ screen changes but was wondering why it triggers on other events too. it actually is a event that informs us when anything referenced by our current NSScreen is changed. even when something referenced in the NSScreen changed the old and new NSScreen are still equal if the physical screen didn’t change. with that my previous optimisation broke some cases where the physical screen didn’t change but things it referenced did, leading to a segfault when theses were accessed. to keep the optimisation we will always update our internal NSScreen reference but the rest only when the physical screen was changed.
* cocoa: add option to force dedicated GPUAkemi2017-02-271-15/+32
| | | | Fixes #3242
* osx: drop support for OS X 10.7 and earlierAkemi2017-02-271-2/+0
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* vo_opengl: hwdec_d3d11egl: make it work with some ANGLE DLL versionswm42017-02-271-1/+7
| | | | | | | | What a fucking waste of time. It depends on with which headers you compile as well, so the situation is worse and more confusing than you'd think. God knows what brain fart made them change the numeric ID without changing the extension name or any other ways to keep ABI-compatibility and without any warning.
* vo_opengl: use misc/ctype.h instead of <ctype.h>wm42017-02-251-2/+2
| | | | | | Locale-independent, and doesn't have the char vs. unsigned char problem. (Although in this case, the code was fine, because bstr.start is unsigned char.)
* cocoa: fix dragging out of focus windowAkemi2017-02-212-6/+21
| | | | | | | | | | fffab30 introduced a small regression where the cursor couldn't be unhidden after refocusing. the problem is that no mouseUp event was reported in our events_view. work around this with a separate event monitor. this also fixes another regression when the window is being dragged from the title bar. #4174
* vo: fix subtleties in the redrawing logicwm42017-02-213-10/+12
| | | | | | | | | | | | | | | | | This fixes a race condition created by the previous commit, and possibly others. Sometimes interpolated frames weren't redrawn as uninterpolated ones. The problem is that redrawing/drawing a frame can't reset the VO want_redraw flags, because logically these have to happen after the core acknowledged and explicitly reissued a redraw. The core needs to be involved because the OSD text and drawings could depend on the playback or window state. Change it such that it always goes through the core. Also, VOs inconsistently called vo_wakeup() when setting want_redraw, which is also taken care of by this commit.
* player: reduce blocking on VO when switching pausewm42017-02-211-1/+8
| | | | | | | | | | | | | | | | | | | When pausing, we sent BOCTRL_PAUSE and VOCTRL_RESTORE_SCREENSAVER. These essentially wait until the video frame has been rendered. This is a problem with the opengl-cb, if GL rendering is done in the same thread as libmpv uses. Unfortunately, it's allowed to use opengl-cb this way. Logically speaking, it's a deadlock situation, which is resolved with a timeout. This can lead to quite ugly effects, like the on-pause frame not being rendered until the timeout has passed. It has been interpreted as video continuing to play. Resolve this by simply not blocking on pause. Make the screensaver controls async, and handle sending VOCTRL_PAUSE in the VO thread. (All this could be avoided by redoing the internal VO API.) Also see #4152.
* cocoa: only report mouse movements when window is not being draggedAkemi2017-02-203-1/+19
| | | | | | even though the mouse doesn’t move relative to the window itself, when the window is being dragged, some outliers are still reported and trigger the OSC.
* cocoa: make window draggable on initAkemi2017-02-201-0/+2
| | | | | | fixes the case when mpv is opened and the cursor is within the window bounds without moving the mouse. previously the window could only be dragged around after the first mouse movement.
* vo_tct: check ioctl resultrr-2017-02-201-6/+6
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* Fix two typoswm42017-02-201-1/+1
| | | | They're unrelated. Sue me.
* vo_opengl: remove dxva2 dummy hwdec backendwm42017-02-202-69/+0
| | | | | | | | | This was a hack to let libmpv API users pass a d3d device to mpv. It's not needed anymore for 2 reasons: 1. ANGLE does not have this problem 2. Even native GL via nVidia (where this failed) seems to not require this anymore