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* vo_opengl: fix incoherent texture usageNiklas Haas2017-07-252-0/+5
| | | | | | | | | This bug slipped past my attention because nvidia ignores memory barriers, but this is not necessarily always the case. Since image_load_store is incoherent (specifically, writing to images from compute shaders is incoherent) we need to insert a memory barrier to make it coherent again. Since we only care about texture fetches, that's the only barrier we need.
* vo_opengl: adjust the rules for linearizationNiklas Haas2017-07-241-20/+41
| | | | | | | | | | | | | | | | | | Two changes, compounded into one since they affect the same logic: 1. Never use linearization for HDR downscaling 2. Always use linearization for interpolation Instead of fixing p->use_linear at the beginning of pass_render_frame, we flip it on "dynamically" as needed. I plan on killing this p->use_linear frame (along with other per-pass metadata) and moving them into their own struct for tracking the "current" state of the video, but that's a separate/upcoming refactor. As a small bonus, reduce some code duplication in the interpolation logic. Fixes #4631
* vo_opengl: enable compute shader for mesaBin Jin2017-07-255-4/+26
| | | | | | | | | Mesa 17.1 supports compute shader but not full specs of OpenGL 4.3. Change the code to detect OpenGL extension "GL_ARB_compute_shader" rather than OpenGL version 4.3. HDR peak detection requires SSBO, and polar scaler requires 2D array extension. Add these extensions as requirement as well.
* vo_opengl: support user compute shadersNiklas Haas2017-07-243-0/+12
| | | | | These are identical to regular fragment shader hooks, but with extra metadata indicating the preferred block size.
* vo_opengl: implement compute shader based EWA kernelNiklas Haas2017-07-243-7/+81
| | | | | | | | | | | This performs almost 50% faster on my machine (!!), from 4650μs down to about 3176μs for ewa_lanczossharp. It's possible we could use a similar approach to speed up the separable scalers, although with vastly simpler code. For separable scalers we'd also have the additional huge benefit of only needing padding in one direction, so we could potentially use a big 256x1 kernel or something to essentially compute an entire row at once.
* vo_opengl: support HDR peak detectionNiklas Haas2017-07-249-22/+193
| | | | | | | | | | | | | | This is done via compute shaders. As a consequence, the tone mapping algorithms had to be rewritten to compute their known constants in GLSL (ahead of time), instead of doing it once. Didn't affect performance. Using shmem/SSBO atomics in this way is extremely fast on nvidia, but it might be slow on other platforms. Needs testing. Unfortunately, setting up the SSBO still requires OpenGL calls, which means I can't have it in video_shaders.c, where it belongs. But I'll defer worrying about that until the backend refactor, since then I'll be breaking up the video/video_shaders structure anyway.
* vo_opengl: support compute shadersNiklas Haas2017-07-247-100/+317
| | | | | | | | These can either be invoked as dispatch_compute to do a single computation, or finish_pass_fbo (after setting compute_size_minimum) to render to a new texture using a compute shader. To make this stuff all work transparently, we try really, really hard to make compute shaders as identical to fragment shaders as possible in their behavior.
* vo_opengl: cut down on FBOTEX_FUZZY abuseNiklas Haas2017-07-241-4/+2
| | | | | | | | Don't use FBOTEX_FUZZY where the FBO is sized according to p->texture_w/h, since this changes infrequently (and when it does, we need to reset everything anyway). No real reason to make this change other than that it possibly prevents nasty surprises in the future, so I feel more comfortable about it.
* common, vo_opengl: add/use helper for formatted strings on the stackwm42017-07-242-10/+5
| | | | | | | | | | | Seems like I really like this C99 idiom. No reason not to generalize it do snprintf(). Introduce mp_tprintf(), which basically this idiom to snprintf(). This macro looks like it returns a string that was allocated with alloca() on the caller site, except it's portable C99/C11. (And unlike alloca(), the result is valid only within block scope.) Use it in 2 places in the vo_opengl code. But it has the potential to make a whole bunch of weird looking code look slightly nicer.
* vo_opengl: check format on some printf-like callswm42017-07-242-3/+5
| | | | Fix 1 incorrect use.
* vo_opengl: add direct rendering supportwm42017-07-2412-4/+430
| | | | | | | | | | | | | | | | | | | | Can be enabled via --vd-lavc-dr=yes. See manpage additions for what it does. This reminds of the MPlayer -dr flag, but the implementation is completely different. It's the same basic concept: letting the decoder render into a GPU buffer to avoid a copy. Unlike MPlayer, this doesn't try to go through filters (libavfilter doesn't support this anyway). Unless a filter can work in-place, DR will be silently disabled. MPlayer had very complex semantics about buffer types and management (which apparently nobody ever understood) and weird restrictions that mostly limited it to mpeg2 style codecs. The mpv code does not do any of this, and just lets the decoder allocate an arbitrary number of untyped images. (No MPlayer code was used.) Parts of the code based on work by atomnuker (starting point for the generic code) and haasn (some GL definitions, some basic PBO code, and correct fencing).
* mp_image: expose some image allocation code as helpers, refactorwm42017-07-232-20/+129
| | | | | | | Refactor the image allocation code, and expose part of it as helper code. This aims towards allowing callers to easily allocate mp_image references from custom-allocated linear buffers. This is exposing only as much as what should be actually required.
* mp_image_pool: disallow adding read only frameswm42017-07-231-2/+6
| | | | | | Remove the feature of adding read-only frames to mp_image_pool_add(). This makes no sense, because an image pool is an allocator, and must always return writable images. Also check these assumptions earlier.
* vo_opengl: osd: remove stale declarationwm42017-07-231-1/+0
| | | | Was missed in the previous changes.
* vo_opengl: add printf format checking to pass_describe()wm42017-07-221-0/+1
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* vo_opengl: make VAO helper private, remove old VAO mechanismwm42017-07-222-44/+17
| | | | The struct describing vertex attributes is still public, of course.
* vo_opengl: osd: use new VAO mechanismwm42017-07-223-49/+43
| | | | | | | In addition to using the new VAO mechanism introduced in the previous commit, this tries to keep the OSD code self-contained. This doesn't work all too well (because of the pass and CMS stuff), but it's still better than before.
* vo_opengl: add mechanism to create/cache VAO on the flywm42017-07-223-19/+64
| | | | | | This removes VAO handling from video.c. Instead the shader cache will create the VAO as needed. The consequence is that this creates a VAO per shader, which might be a bit wasteful, but doesn't matter anyway.
* vo_opengl: osd: refactor and simplifywm42017-07-225-43/+34
| | | | | | | | Reduce this to 1 draw call per OSD pass. This removes the need for some annoying special handling regarding 3D video support (we supported duplicating the OSD/subtitles for side-by-side 3D output etc.). Remove the unneeded texture sampler uniform thing.
* options: drop --video-aspect-method=hybridwm42017-07-212-29/+3
| | | | | | | | | Remove this code because it could be argued that it contains GPL-only code (see commit 642e963c860 for details). The remaining aspect methods appear to work just as well, are potentially more compatible to other players, and the code becomes much simpler.
* options: kill --field-dominancewm42017-07-211-9/+0
| | | | GPL-only author, no chance of relicensing.
* csputils: fix mp_colorspace_equal missing fieldNiklas Haas2017-07-181-0/+1
| | | | Forgot to equality test for mp_colorspace.light
* vo_opengl: avoid constant divisionsNiklas Haas2017-07-172-40/+42
| | | | | | | These are apparently expensive on some drivers which are not smart enough to turn x/42 into x*1.0/42. So, do it for them. My great test framework says it's okay
* vo_opengl: styleNiklas Haas2017-07-161-1/+1
| | | | Use uintptr_t instead of size_t. Shouldn't matter, but is cleaner.
* vo_opengl: use MP_ALIGN_UP instead of FFALIGNNiklas Haas2017-07-161-1/+1
| | | | Consistency/style
* vo_opengl: use glBufferSubData instead of glMapBufferRangeNiklas Haas2017-07-163-24/+10
| | | | | | | | | | | | | | | | | | | | Performance seems pretty much unchanged but I no longer get nasty spikes on NUMA systems, probably because glBufferSubData runs in the driver or something. As a simplification of the code, we also just size the PBO to always have the full size, even for cropped textures. This seems slower but not by relevant amounts, and only affects e.g. --vf=crop. It also slightly increases VRAM usage for textures with big strides. This new code path is especially nice because it no longer depends on GL_ARB_map_buffer_range, and no longer uses any functions that can possibly fail, thus simplifying control flow and seemingly deprecating the manpage's claim about possible image corruption. In theory we could also reduce NUM_PBO_BUFFERS since it doesn't seem like we're streaming uploads anyway, but leave it in there just in case some drivers disagree...
* Replace remaining avcodec_close() callswm42017-07-161-3/+1
| | | | | | | | This API isn't deprecated (yet?), but it's still inferior and harder to use than avcodec_free_context(). Leave the call only in 1 case in af_lavcac3enc.c, where we apparently seriously close and reopen the encoder for whatever reason.
* vo_opengl: update BufferData usage hintsNiklas Haas2017-07-151-2/+11
| | | | | | | | | | | | | | | STREAM is better than DYNAMIC because we're only using it once per frame. As for COPY vs DRAW, that was pretty much incorrect to begin with - but surprisngly, COPY is actually faster (sometimes significantly so, e.g. on my NUMA system). After testing, the best I can gather is that it has to do with the fact that COPY requires fewer redundant memcpy()s, and also 3x reduce RAM bandwidth (in theory). Anyway, that bit shouldn't introduce any regressions, it's just a documentation update. Maybe I'll change my mind about the comment again the future, it's really hard to tell. Vulkan, please save us!
* vo_opengl: coalesce intra-plane PBOsNiklas Haas2017-07-152-14/+17
| | | | | | | | | | | | | | Instead of allocating three PBOs and cycling through them, we allocate one PBO that's three times as large, and cycle through the subregion offsets. This results in arguably simpler code and faster initialization performance. Especially for 4K textures, initializing PBOs can take quite some time (e.g. 180ms -> 110ms). For 1080p, it's more like 66ms -> 52ms for me. The alignment to 4096 is completely unnecessary by spec, but we do it anyway just for peace of mind.
* img_format: fix a commentwm42017-07-151-3/+2
| | | | | This was changed a while ago. Part of it might still apply to the old D3D hwaccel glue code, though.
* vo_opengl: generalize --scale-clamp etc.Niklas Haas2017-07-124-5/+5
| | | | | This can help fight ringing without completely killing it, thus providing a middle-ground between ringing and aliasing.
* vo_opengl: remove redundant gl_video_setup_hooks callNiklas Haas2017-07-121-1/+0
| | | | | | | | This is unnecessary to call from gl_video_resize, because the hooks only (possibly) change when the actual vo_opengl options change. This used to be required back when mpv still had prescaling built in, but since that was all moved to user shaders and the code removed, this is a left-over artifact.
* vo_opengl: fix type of glsl variable frameAman Gupta2017-07-111-1/+1
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* vo_opengl: don't make assumptions about plane orderwm42017-07-101-9/+30
| | | | | | | | | | | | | | | | | | | The renderer code doesn't list a fixed set of supported formats, but supports anything that is described by AVPixFmtDescriptor and follows a number of constraints. Plane order is not included in those constraints. This means the planes could be in random order, rather than what the vo_opengl renderer happens to assume. For example, it assumes that the 4th plane is alpha, even though alpha could be on any plane. Likewise it assumes that plane 0 was always luma, and planes 2/3 chroma. (In earlier iterations of format support, this was guaranteed by MP_IMGFLAG_YUV_P, but this is not used anymore.) Explicitly set the plane semantics (enum plane_type) by the component descriptors and the used colorspace. The behavior should mostly not change, but it's less likely to break when FFmpeg adds new pixel formats.
* vo_opengl: hwdec_dxva2egl: probe whether ANGLE mapping workswm42017-07-101-0/+12
| | | | | | | With some newer ANGLE builds, mapping can fail with "Failed to create EGL surface" during playback. The reason is unknown, and it might just be an ANGLE bug. Probe whether it works at init time to avoid the problem.
* vd_lavc: fix crashes with old hwaccelswm42017-07-101-7/+5
| | | | | | | | | | | | | | Commit d5702d3b95 messed up the order of destruction of the elements: it destroyed the avctx before the hwaccel uninit, even though the hwaccel uninit could access avctx. This could happen with some old hwaccels only, such as D3D ones before the new libavcodec hwaccel API. Fix this by making use of the fact that avcodec_flush_buffers() will uninit the underlying hwaccel. Thus we can be sure avctx is not using any hwaccel objects anymore, and it's safe to uninit the hwaccel. Move the hwdec_dev dstruction code with it, because otherwise we would in theory potentially create some dangling pointers in avctx.
* vo_opengl: fix dumb_mode chroma transformation fixupNiklas Haas2017-07-101-2/+2
| | | | | | | | In commit 6eb0bbe this was changed from xs[n] to use gl_format.chroma_w indiscriminately, which broke chroma rendering when zooming/cropping. The solution is to only use chroma_w for chroma planes. Fixes #4592.
* vo_opengl: describe the remainder passes after user shadersNiklas Haas2017-07-091-0/+1
| | | | | | | | | | | | On optional hook points, we store to a temp FBO and then read from it again to complete any operations that may still be left (e.g. sigmoidization after MAIN/LINEAR). In theory this mechanism should be reworked to avoid the temporary FBO until the next time we actually need one - and also skip redundant passes if we the next thing we need *is* a FBO - but both are those are tricky. Anyway, in the meantime, at least we can label the (semi-)redundant passes that get generated when using user shaders.
* vo_opengl: support tone-mapping-param for `clip`Niklas Haas2017-07-071-1/+1
| | | | | | | This just indicates a fixed linear coefficient to multiply into the signal, similar to the old option --target-brightness (but the inverse thereof). Good for testing purposes, which is why I added it. (This also corresponds somewhat to what zimg does)
* vo_opengl: rework --opengl-dumb-modeNiklas Haas2017-07-071-4/+9
| | | | | | | It's now possible to request non-dumb mode as a user, even when not using any non-dumb features. This change is mostly intended for testing, so I can easily switch between dumb and non-dumb mode on default settings. The default behavior is unaffected.
* vo_opengl: correct off-by-one in scale=oversampleNiklas Haas2017-07-071-1/+1
| | | | This caused a single pixel shift to the top-left, introduced in e3e03d0f3.
* vo_opengl: do not use vaapi-over-GLXwm42017-07-073-5/+4
| | | | | | | | | | | | | | | This backend is selected if vaapi is available, but vaapi-over-EGL is not. This causes various issues around the forced RGB conversion, which is done with fixed, usually incorrect parameters. It seems the existing auto probing check is too weak, and doesn't really prevent it from getting loaded. Fix this by adding a flag to not ever load this during auto probing. I'm still not deleting it, because it's useful for testing on nvidia machines. See #4555.
* vo_opengl: prevent desat from blowing up for negativeNiklas Haas2017-07-071-1/+1
| | | | | | | The current algorithm blew up when the color was negative, such as the case when downscaling with dscale=mitchell or other algorithms that introduce negative ringing. The simplest solution is to just slightly change the calculation to force both parameters to be in-range.
* ad_lavc, vd_lavc, sd_lavc: consistently use avcodec_free_context()wm42017-07-061-5/+1
| | | | | Instead of various ad-hoc ways to achieve the same thing. (The API was added only later.)
* vo_opengl: also expose NAME_mul for user shadersNiklas Haas2017-07-061-2/+3
| | | | | | | | | This is exposed so that bjin/mpv-prescalers can use textureGatherOffset for performance. Since there are now quite a lot of parameters where it isn't quite clear why they're all defined, add a paragraph to the man page that explains them a bit.
* vo_opengl: prevent division by zero in shaderNiklas Haas2017-07-061-1/+1
| | | | | In theory the max() should clamp it away anyway but I believe division by zero is UB so just avoid it altogether.
* vo_opengl: add --tone-mapping-desaturateNiklas Haas2017-07-064-6/+19
| | | | | | | This helps prevent unnaturally, weirdly colorized blown out highlights for direct images of the sunlit sky and other way-too-bright HDR content. I was debating whether to set the default at 1.0 or 2.0, but went with the more conservative option that preserves more detail/color.
* vo_opengl: get rid of weird double-bind in pass_read_fboNiklas Haas2017-07-051-4/+2
| | | | | | | | This logic doesn't really make sense. copy_img_tex already binds the texture, so why would we bind it a second time? Furthermore, nothing actually uses this return value. Must have been some left-over artifact of a previous iteration of this function. Anyway, it's harmless, just nonsensical. So remove it.
* vo_opengl: remove redundant left-over lineNiklas Haas2017-07-051-1/+0
| | | | The pass_read_fbo immediately below replaces it
* vo_opengl: use textureGatherOffset for polar filtersNiklas Haas2017-07-055-44/+90
| | | | | | | | | | | | | | | | | | This is more efficient on my machine (nvidia), but only when applied to groups of exactly 4 texels. So we switch to the more efficient textureGather for groups of 4. Some notes: - textureGatherOffset seems to be faster than textureGather by a non-negligible amount, but for some reason, textureOffset is still slower than a straight-up texture - textureGather* requires GLSL 400; and at least on nvidia, this requires actually allocating a GL 4.0 context. - the code in opengl/common.c that clamped the GLSL version to 330 is deprecated, because the old user shader style has been removed completely in the meantime - To combat the growing complexity of the polar sampling code, we drop the antiringing functionality from EWA shaders completely, since it never really worked well for EWA to begin with. (Horrific artifacting)
* vd_lavc: fix build with old FFmpeg/Libav versionswm42017-07-041-1/+1
| | | | | Seems like AV_HWACCEL_FLAG_IGNORE_LEVEL was introduced much earlier than AVCodecContext.hwaccel_flags.
* w32_common: use sent messages to wake up the Win32 threadJames Ross-Gowan2017-07-041-5/+12
| | | | | | | | | | | | | | | | | Instead of PostMessage, use SendNotifyMessage from the SendMessage family of functions to wake up the Win32 thread from the VO thread. When a message is sent rather than posted between threads, it ends up in a different queue which is processed before posted messages and can be processed in more places. This prevents a playback glitch when clicking on the titlebar, but not moving the window. With PostMessage-based wakeups, VOCTRLs could be delayed for up to 500ms after the user clicks on the titlebar, but with SendNotifyMessage, they still complete in under a millisecond. Also, instead of handling WM_USER, process the dispatch queue before every message. This ensures the dispatch queue is processed as soon as possible. WM_NULL is used to wake up the window procedure in case there are no other messages being processed.
* vd_lavc: remove unused hwaccel support codewm42017-07-042-43/+1
| | | | Was used by old hwaccel implementations.
* vd_lavc: make --vd-lavc-check-hw-profile=no work for generic hwaccelswm42017-07-041-1/+5
| | | | | | | This sets AV_HWACCEL_FLAG_ALLOW_PROFILE_MISMATCH, which some hwaccels using the new generic API respect. These do profile selection in libavcodec, so it can be controlled only with an external flag, instead of in mpv code like it used to be done.
* d3d: fix behavior with deprecated FFmpeg J pixel formatswm42017-07-042-0/+4
| | | | | | | | They have been deprecated for a decade, yet you're forced to explicitly deal with them at every step, or they will break your shit. FFmpeg insists on keeping them, because libavfilter is too stupid to deal with color ranges properly. Ridiculous.
* vo_opengl: make the pass info mechanism more robustNiklas Haas2017-07-031-17/+26
| | | | | | | | | | - change asserts to silent exits - check all pointers before use - move the p->pass initialization code to the right place This should hopefully cut down on the amount of crashing by making the code fundamentally more robust, while also fixing a concrete issue where opengl-cb failed to initialize p->pass.
* w32_common: use SWP_NOSENDCHANGING when resizing childJames Ross-Gowan2017-07-031-1/+1
| | | | | | This seems to reduce glitches when resizing a --wid program (or it could be a placebo.) Since we don't need the WM_WINDOWPOSCHANGING handler in --wid mode, it should be fine.
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