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* vo_opengl: move strictly private ra_gl structs to .c filewm42017-08-112-35/+35
| | | | So that nothing accidentally accesses these.
* vo_opengl: remove some indirect GL header inclusions from core rendererwm42017-08-106-7/+4
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* vo_opengl: separate hwdec context and mapping, port it to use rawm42017-08-1020-1138/+1428
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This does two separate rather intrusive things: 1. Make the hwdec context (which does initialization, provides the device to the decoder, and other basic state) and frame mapping (getting textures from a mp_image) separate. This is more flexible, and you could map multiple images at once. It will help removing some hwdec special-casing from video.c. 2. Switch all hwdec API use to ra. Of course all code is still GL specific, but in theory it would be possible to support other backends. The most important change is that the hwdec interop returns ra objects, instead of anything GL specific. This removes the last dependency on GL-specific header files from video.c. I'm mixing these separate changes because both requires essentially rewriting all the glue code, so better do them at once. For the same reason, this change isn't done incrementally. hwdec_ios.m is untested, since I can't test it. Apart from superficial mistakes, this also requires dealing with Apple's texture format fuckups: they force you to use GL_LUMINANCE[_ALPHA] instead of GL_RED and GL_RG. We also need to report the correct format via ra_tex to the renderer, which is done by find_la_variant(). It's unknown whether this works correctly. hwdec_rpi.c as well as vo_rpi.c are still broken. (I need to pull my RPI out of a dusty pile of devices and cables, so, later.)
* vo_opengl: hwdec_cuda: fix filtering modewm42017-08-091-1/+1
| | | | Probably explains quality issues in some cases.
* vo_opengl: shrink the hwdec overlay APIwm42017-08-093-25/+20
| | | | | Just remove one callback, and fold the functionality into the other one. RPI will still not compile, so the hwdec_rpi.c changes are untested.
* vd_lavc: fix device leak with copy-mode hwaccelswm42017-08-092-2/+4
| | | | | | | | | | | | Apparently this was broken by the "ctx->hwdec" check in the if condition guarding the destroy call, and "ctx->hwdec = NULL;" was moved up earlier, making this always dead code. This should probably be refcounted or so, although that could make it worse as well. For now, add a flag whether the device should be destroyed. Fixes #4735.
* vo_opengl: add a hack for Apple's broken iOS hwdec stuffwm42017-08-082-1/+11
| | | | | As seen in hwdec_ios.m, it insists on using the legacy luminance alpha formats for mapped textures.
* vo_opengl: go back to using GL_TIME_ELAPSEDNiklas Haas2017-08-082-16/+26
| | | | | | | | Less flexible than GL_TIMESTAMP but supported by more platforms. This will mean that nested queries have to be detected and silently omitted, but oh well. Not much use for them anyway. Fixes #4721.
* Revert "mp_image_pool: disallow adding read only frames"wm42017-08-081-6/+2
| | | | | | | | | | This reverts commit 0ce3dce03aaea3e777ebf68504d5afb3f5e3f9e1. We actually explicitly add read-only frames in some of the hwaccel code via mp_image_new_custom_ref(), which sets AV_BUFFER_FLAG_READONLY. It's probably better to keep it this way. Fixes #4652 (and some related issues with D3D).
* vo_opengl: don't call glGetProgramBinary if GL_PROGRAM_BINARY_LENGTH==0wm42017-08-081-2/+4
| | | | Noticed in #4717, although the issue might be about something else.
* x11: drop xscrnsaver usewm42017-08-081-16/+0
| | | | | | | | | | | It's an ancient X11 protocol extension that apparently nobody uses anymore (desktop environments in particular have replaced it with equally bad protocols that require tons of dependencies). Users keep complaining about it being a required dependency. The impact is likely minimal to none. Fixes #4706 and other annoying people.
* vo_opengl: cosmetics to commentswm42017-08-081-5/+3
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* vo_opengl: call ra_free() in the correct contextwm42017-08-072-1/+1
| | | | This also fixes a double free in vo_opengl_cb.c.
* vf_vapoursynth: fix inverted sign and restore 10 bit supportwm42017-08-071-1/+1
| | | | Fixes #4720, I think.
* client API: more opengl_cb clarificationswm42017-08-071-1/+1
| | | | Also fix a typo in ra_gl.c. Too greedy for a separate commit.
* vo_opengl: add another ra_format field to exclude insane formatswm42017-08-073-2/+6
| | | | | | Generic description of pixel formats is hard. In this case, the Apple special format for packed YUV could have been interpreted as a RGB format with funny packing.
* vo_opengl: further GL API use separationwm42017-08-0712-122/+160
| | | | | | | | | | | | | | | Move multiple GL-specific things from the renderer to other places like vo_opengl.c, vo_opengl_cb.c, and ra_gl.c. The vp_w/vp_h parameters to gl_video_resize() make no sense anymore, and are implicitly part of struct fbodst. Checking the main framebuffer depth is moved to vo_opengl.c. For vo_opengl_cb.c it always assumes 8. The API user now has to override this manually. The previous heuristic didn't make much sense anyway. The only remaining dependency on GL is the hwdec stuff, which is harder to change.
* vo_opengl: fix minor memory leakwm42017-08-071-1/+4
| | | | Don't leak the buffer if glGetProgramBinary() fails.
* vo_opengl: nuke ra_gl->first_runNiklas Haas2017-08-072-7/+12
| | | | | | Completely unnecessary, we can just update the uniforms immediately after creating the program. In theory, for GLSL 4.20+, we could even skip this, but oh well.
* vo_opengl: better formatting for enum RA_CAPNiklas Haas2017-08-071-7/+7
| | | | | Also fixes an issue where 1 << 5 was used twice, probably because of the terrible formatting obscuring this bug
* vo_opengl: also support RA_VARTYPE_INT vertex attribsNiklas Haas2017-08-071-0/+3
| | | | No reason not to.
* vo_opengl: simplify mirroring and fix it if glBlitFramebuffer is usedwm42017-08-077-65/+76
| | | | | | | | | | | | | | | | | | The vp_w/vp_h variables and parameters were not really used anymore (they were redundant with ra_tex w/h) - but vp_h was still used to identify whether rendering should be done mirrored. Simplify this by adding a fbodst struct (some bad naming), which contains the render target texture, and some parameters how it should be rendered to (for now only flipping). It would not be appropriate to make this a member of ra_tex, so it's a separate struct. Introduces a weird regression for the first frame rendered after interpolation is toggled at runtime, but seems to work otherwise. This is possibly due to the change that blit() now mirrors, instead of just copying. (This is also why ra_fns.blit is changed.) Fixes #4719.
* vo_opengl: drop pointless fbotex_init() functionwm42017-08-073-13/+2
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* vo_opengl: generalize ra_buf to support other buffer objectsNiklas Haas2017-08-077-111/+182
| | | | | This allows us to integrate PBOs and SSBOs into the same abstraction, with the potential to easily add UBOs if the need arises.
* cocoa: add an option to disable the native macOS fullscreenAkemi2017-08-063-10/+39
| | | | Fixes #4014
* vo_opengl: only mark frames as fresh if they contain a new imageNiklas Haas2017-08-061-1/+1
| | | | | | | When using dumb mode, we can actually redraw a frame without uploading it. Marking this as fresh as well results in unpredictable pass behavior, which is confusing and makes debugging harder. So mark it as a redraw instead, in that case.
* vo_opengl: drop ra_gl.h from shader_cache.cNiklas Haas2017-08-066-25/+23
| | | | | | Since the GL *gl is no longer needed for the timers, we can get rid of the sc->gl dependency. This requires moving a utility function (which is not GL-specific anyway) out of gl_utils.h and into utils.h
* vo_opengl: measure pass_draw_osd as a wholeNiklas Haas2017-08-061-1/+8
| | | | | | | | | | | | | | In the past, this always measured the per-shader execution times of the individual OSD parts, which was thrown off because the shader was reused anyway. (And apparently recording the OSD shader execution times was removed completely, probably because of them being so unrealiably anyway) Since ra_timer no longer has the restriction of not allowing timers to run concurrently, we can just wrap the entire OSD block inside a single osd_timer now, and record that. (Technically, this can still be off when using --blend-subtitles=video/yes and showing a full-screen OSD at the same time. Maybe this can be done better?)
* vo_opengl: move timers to struct raNiklas Haas2017-08-069-168/+247
| | | | | | | In order to prevent code duplication and keep the ra abstraction as small as possible, `ra` only implements the actual timer queries, it does not do pooling/averaging of the results. This is instead moved to a ra-neutral struct timer_pool in utils.c.
* vo_opengl: ra_gl: make getting GL ptr slightly less tediouswm42017-08-051-35/+20
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* vo_opengl: move GL state resetting to vo_opengl_cbwm42017-08-053-23/+13
| | | | | | | | | This code is pretty much for the sake of vo_opengl_cb API users. It resets certain state that either the user or our code doesn't reset correctly. This is somewhat outdated. With GL implicit state being so awfully large, it seems more reasonable require that any code restores the default state when returning to the caller. Some exceptions are defined in opengl_cb.h.
* vo_opengl: move shader handling to rawm42017-08-0511-617/+1016
| | | | | | | | | | | | | Now all GL-specifics of shader compilation are abstracted through ra. Of course we still have everything hardcoded to GLSL - that isn't going to change. Some things will probably change later - in particular, the way we pass uniforms and textures to the shader. Currently, there is a confusing mismatch between "primitive" uniforms like floats, and others like textures. Also, SSBOs are not abstracted yet.
* vo_opengl: organize ra PBO flag slightly differentlywm42017-08-055-19/+8
| | | | | | | | Instead of having a mutable ra_tex field (and the only one), move the flag to struct ra, since we have only 2 tex_upload user calls anyway, and both want the same PBO behavior. (At first I considered making it a RA_TEX_UPLOAD_ flag, but why bother. PBOs are a terribly GL-specific thing, so we can't expect a reasonable abstraction of it anyway.)
* vo_opengl: make OSD code use ra for textureswm42017-08-055-44/+78
| | | | | | | | | | | | This requires a silly extension to ra_fns.tex_upload: since the OSD texture can be much larger than the actual OSD image data to upload, a mechanism for uploading only to a small part of the texture is needed. Otherwise, we'd have to realloc/copy the data, just to pad it, and then pay for uploading the padding too. The RA_TEX_UPLOAD_DISCARD flag is not interpreted by GL (not sure how you'd tell GL about this), but it clarifies the API and might be helpful if we support other backend APIs in the future.
* vo_opengl: restore OSX "old" hwdecwm42017-08-051-1/+1
| | | | Probably. Untested.
* vo_opengl: split utils.c/hwm42017-08-0512-1602/+1645
| | | | | | | | | Actually GL-specific parts go into gl_utils.c/h, the shader cache (gl_sc*) into shader_cache.c/h. No semantic changes of any kind, except that the VAO helper is made public again as part of gl_utils.c (all while the goal for gl_utils.c itself is to be included by GL-specific code).
* vo_opengl: always use GL_TRIANGLES for all primitiveswm42017-08-051-2/+5
| | | | Will make the ra layer _slightly_ simpler.
* vo_opengl: pass ra objects during rendering instead of GL objectswm42017-08-054-144/+274
| | | | | | | | | Another "small" step towards removing GL dependencies from the renderer. This commit generally passes ra_tex objects instead of GL FBO integer IDs to various rendering functions. video.c still manually binds the FBOs when calling shaders. This also happens to fix a memory leak with output_fbo.
* vo_opengl: make fbotex helper use rawm42017-08-058-135/+158
| | | | | | | | Further work removing GL dependencies from the actual video renderer, and moving them into ra backends. Use of glInvalidateFramebuffer() falls away. I'd like to keep this, but it's better to readd it once shader runs are in ra.
* vo_opengl: drop unused custom texture filter for FBO helperwm42017-08-052-19/+2
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* w32_common: handle media keysJames Ross-Gowan2017-08-051-0/+15
| | | | | | | | | | | | | | | | | This was attempted before in fc9695e63b5b, but it was reverted in 1b7ce759b1f4 because it caused conflicts with other software watching the same keys (See #2041.) It seems like some PCs ship with OEM software that watches the volume keys without consuming key events and this causes them to be handled twice, once by mpv and once by the other software. In order to prevent conflicts like this, use the WM_APPCOMMAND message to handle media keys. Returning TRUE from the WM_APPCOMMAND handler should indicate to the operating system that we consumed the key event and it should not be propogated to the shell. Also, we now only listen for keys that are directly related to multimedia playback (eg. the APPCOMMAND_MEDIA_* keys.) Keys like APPCOMMAND_VOLUME_* are ignored, so they can be handled by the shell, or by other mixer software.
* vo_opengl: always print when getting embedded ICC profile dataRostislav Pehlivanov2017-08-041-1/+2
| | | | | | The printout in get_vid_profile() gets skipped if icc caching has been enabled, so always print if an embedded ICC profile has been provided.
* vo_opengl: support embedded ICC profilesNiklas Haas2017-08-033-13/+70
| | | | | | | | | | | | | | | | This currently only works when using lcms-based color management (--icc-profile-*). In principle, we could also support using lcms even when the user has not specified an ICC profile, by generating the profile against a fixed reference (--target-prim/--target-trc) instead. I still might do that some day, simply because 3dlut provides a higher quality conversion than our simple gamut mapping does for stuff like BT.2020, and also because it's now needed to enable embedded ICC profiles. But that would be a separate change, so preserve the status quo for now. (Besides, my opinion is still that you should be using an ICC profile if you care about colors being accurate _at all_)
* vd_lavc: decode embedded ICC profilesNiklas Haas2017-08-033-0/+22
| | | | | | | | | Since these need to be refcounted, we throw them directly into struct mp_image instead of being part of mp_colorspace. Even though they would semantically make more sense in mp_colorspace, having them there is really awkward because mp_colorspace is passed around and stored a lot, and this way their lifetime is exactly tied to the lifetime of the mp_image associated with it.
* vo_opengl: use GL_CLIENT_STORAGE_BIT for DRNiklas Haas2017-08-031-1/+1
| | | | | | | | | mesa won't pick client storage unless this bit is set, and we *absolutely* want to be using client storage for our DR PBOs. Performance is shit on AMD otherwise. (Nvidia always uses client storage for persistent coherent buffers whether you tell it it or not, probably because it's way faster and nvidia doesn't trust users to figure that out on their own)
* vo_opengl: remove unused ra_mapped_buffer.preferred_align fieldwm42017-08-032-2/+0
| | | | | | | | | | | It makes no sense to have this on an already created buffer. If anything, the ra backend would have to export this as a global value (e.g. struct ra field), so that whatever allocates the buffer can account for the required alignment. Since this code is in vo_opengl.c in the first place, and since GL doesn't dictate any special alignment here, it doesn't make sense in the first place to export this. (Maybe something like this will be required later.)
* vo_opengl: don't hardcode texmap0 for polar computeNiklas Haas2017-08-031-1/+3
| | | | | This was an oversight. The ID shouldn't be hard-coded here, so add it to sampler_prelude instead.
* vo_opengl: don't precompute texcoord in global scopeNiklas Haas2017-08-031-1/+1
| | | | | | | | | | | Breaks on mesa for whatever reason... even though it doesn't generate a GLSL shader compiler error Shouldn't make a performance difference for us because we cache `pos` anyway, and most compute shaders will probably cache all of their samples to shmem. Might have to re-visit this when we have an actual use case for repeated sampling inside CS though. (RAVU + anti-ringing is a possible candidate for that)
* vo_opengl: make compute shaders more flexibleNiklas Haas2017-08-035-32/+52
| | | | | | This allows users to do their own custom sample writing, mainly meant to address use cases such as RAVU. Also clean up the compute shader code a bit.
* vo_opengl: add legend for texture format debug dumpwm42017-08-031-0/+4
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* vo_opengl: give special Apple name a more appropriate namewm42017-08-031-1/+1
| | | | | | | | Or less appropriate, as some would argue. The new name is short for "Apple YUV packed". (This format is needed only for hardware decoding on rather old Apple hardware, and a very annoying special case.)
* vo_opengl: simplify/fix user shader textureswm42017-08-033-69/+50
| | | | | | | | | | | | | | | | | | | | This broke float textures, which were actually used by some shaders. There were probably some other bugs as well. Lots of code can be avoided by using ra_tex_params directly, so do that. The main change is that COMPONENT/FORMAT are replaced by a single FORMAT directive, which takes different parameters now. Due to the mess with 16/32 bit float textures, and because we want to support other APIs than just GL in the future, it's not really clear how this should be handled, and the nice component/type separation makes things actually harder. So just jump the gun and use the ra_format.name names, which were originally meant mostly for debugging. (This is probably something that will be regretted later.) Still only superficially tested, but seems to work. Fixes #4708.
* vo_opengl: fix constexprs on ANGLENiklas Haas2017-08-031-6/+6
| | | | I hate GLES
* vo_opengl: fix HLG OOTF inverseNiklas Haas2017-08-031-1/+1
| | | | Got the "sign" of the second multiplication wrong.
* vo_opengl: generalize HDR tone mapping to gamut mappingNiklas Haas2017-08-033-17/+23
| | | | | | | | | | | | | | | | | | | | | | Since this code was already written for HDR, and is now per-channel (because it works better for HDR as well), we can actually reuse this to get very high quality gamut mapping without clipping. The only required change is to move the tone mapping from before the gamut map to after the gamut map. Additonally, we need to also account for changes in the signal range as a result of applying the CMS when we compute ref_peak, which is fortunately pretty easy because we only need to consider the case of primaries mapping to themselves. Since `HDR` no longer really makes sense as a label, rename it to `--tone-mapping` in general. Also fits better with `--tone-mapping-desat` etc. Arguably we could also rename `--hdr-compute-peak`, but that option is basically only useful for HDR content anyway because we don't need information about the signal range for gamut mapping. This (finally!) gives us reasonably high quality gamut mapping even in the absence of an ICC profile / 3DLUT.
* vo_opengl: implement HLG OOTF inverseNiklas Haas2017-08-031-8/+3
| | | | | | | Huge thanks to @rusxg for finding this solution, which was previously believed not to exist. Of course, we still don't actually need it, but I don't want to leave this half-implemented in case somebody does in the future.
* options: --priority can be LGPLwm42017-08-031-2/+0
| | | | | | | Original author has agreed now. Also fix the notice in dec_video.c - all GPL-only code is gone (unrelated to --priority/its author).
* cocoa: fix the support of multiple renderers (GPU switch)Alex Notes2017-07-311-6/+15
| | | | | | | | | | | | So far, switching between integrated and discrete GPU would cause the kernel to kill mpv due to an indecipherable buffer error. The technical note TN2229 from Apple recommends to enable OpenGL Offline Renderers for every Mac with more GPUs than displays to handle the switch between GPU. By ordering the array from the least commonly rejected to the most, we can sequentially remove PixelFormat attributes to fit the host. Fixes #2371
* cocoa: remove usage of FFABS and the dependency on libavutil/common.hAkemi2017-07-311-4/+2
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* cocoa: distinguish between horizontal and vertical scrollAkemi2017-07-311-2/+12
| | | | | | | | | | we need to switch the x and y deltas when Shift is being held because macOS switches them around. otherwise we would get a horizontal scroll on a vertical one and vice versa. additional we switch from deltaX/Y to scrollingDeltaX/Y since the Apple docs suggest it's the preferred way now. in my tests both reported the same values on imprecise scrolls though.
* vo_opengl: manage user shader textures with rawm42017-07-303-51/+28
| | | | | Drops some features I guess, no idea if those were needed. Untested due to lack of test cases.