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* vo_opengl: fix dither texture filterGravatar wm42017-07-30
| | | | Should be GL_NEAREST, not GL_LINEAR.
* vo_opengl: manage ICC LUT texture via raGravatar wm42017-07-29
| | | | | Also move the capability check to gl_video_get_lut3d(), because it seems more convenient (ra won't have a _CAP_EXT16).
* vo_opengl: manage scaler LUT textures via raGravatar wm42017-07-29
| | | | Also fix the RA_CAP_ bitmask nonsense.
* vo_opengl: manage dither texture via raGravatar wm42017-07-29
| | | | | | | | | Also add some more helpers. Fix the broken math.h include statement. utils.c uses ra_gl.h internals, which it shouldn't, and which will be removed again as soon as this code gets converted to ra fully.
* vo_opengl: do not use GL format conversion on texture uploadGravatar wm42017-07-29
| | | | | | | | | | | | | | | | | | The dither texture data is created as a float array, but uploaded to a texture with GL_R16 as internal format. We relied on GL to do the conversion from float to uint16_t. Not all GL variants even support this: GLES does not provide this conversion (one of the reasons why this code has a float16 code path). Also, ra is not going to do this. So just convert on the fly. Still keep the float16 texture format fallback, because not all GLES implementations provide GL_R16. There is some possibility that we'll need to provide some kind of upload conversion anyway for float->float16. We still rely on GL doing this implicitly, and all GL variants support it, but with RA there might be the need for explicit conversion. Even then, it might be best to reduce the number of conversion cases. I'll worry about this later.
* vo_opengl: use ra_* for format negotiation tooGravatar wm42017-07-29
| | | | | | | | | | | | | Format handling via ra_* was added earlier, but the format negotiation part was forgotten. Actually move some aspects of it to ra_get_imgfmt_desc(). Also make sure the unorm and float formats selected by the common format lookup functions are linear filterable. (For OpenGL, this is implicitly guaranteed, so it wasn't done before.) Whether these assumptions should be checked/enforced in the ra code at all is a bit fuzzy, but with ra being helper code only for the actual video renderer, it's probably justified.
* options: fix --external-file alias typoGravatar Martin Herkt2017-07-29
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* subprocess-win: fix swprintf usageGravatar James Ross-Gowan2017-07-29
| | | | | | | The count parameter refers to the number of wide-characters to write to the buffer (including the terminating NUL character, which is always added,) not the number of bytes. See C99 7.24.2.3 or https://msdn.microsoft.com/en-us/library/ybk95axf.aspx
* appveyor: use a clean %PATH%Gravatar James Ross-Gowan2017-07-28
| | | | | | | AppVeyor build workers have Git for Windows on the %PATH%, which includes some MSYS2 binaries. Having multiple MSYS2 installations on the %PATH% causes cygheap errors, so remove them and make sure %PATH% only has stuff we need.
* subprocess-win: don't leak pipe handle on errorGravatar James Ross-Gowan2017-07-28
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* vo_opengl: support loading custom user texturesGravatar Niklas Haas2017-07-27
| | | | | | | | | | | Parsing the texture data as raw strings makes the textures the most portable and self-contained. In order to facilitate different types of shaders, the parse_user_shader interaction has been changed to instead have it loop through blocks and call the passed functions for each valid block parsed. This is more modular and also cleaner, with better code separation. Closes #4586.
* vo_opengl: slightly refactor user_shaders codeGravatar Niklas Haas2017-07-27
| | | | | | | | | | | | | | - Each struct tex_hook now stores multiple hooks, this allows us to avoid the awkward way of the current code has to add the same pass multiple times. - As a consequence, SHADER_MAX_HOOKS was split up into SHADER_MAX_PASSES (number of tex_hooks) and SHADER_MAX_HOOKS (number of hooked textures per tex_hook), and both numbers decreased correspondingly. - Instead of having a weird free() callback, we can just leverage talloc's recursive free behavior. The only user is the user shaders code anyway.
* vo_opengl: tone map on the maximum signal componentGravatar Niklas Haas2017-07-27
| | | | | | | | | | This actually makes sure we don't decolor due to clipping even when the signal itself exceeds the luma by a significant factor, which was pretty common for saturated blues (and to a lesser degree, reds) - most noticeable in skies etc. This prevents the turn-the-sky-cyan effect of mobius tone mapping, and should also improve the other tone mapping modes in quality.
* vo_opengl: fix mpgl_caps bit checkGravatar Niklas Haas2017-07-27
| | | | | As pointed out by @bjin, this would match if _any_ of the reqs are set. Need to test for explicit equality.
* vo_opengl: start work on rendering API abstractionGravatar wm42017-07-26
| | | | | | | | | | | | | | | | | | | | | | This starts work on moving OpenGL-specific code out of the general renderer code, so that we can support other other GPU APIs. This is in a very early stage and it's only a proof of concept. It's unknown whether this will succeed or result in other backends. For now, the GL rendering API ("ra") and its only provider (ra_gl) does texture creation/upload/destruction only. And it's used for the main video texture only. All other code is still hardcoded to GL. There is some duplication with ra_format and gl_format handling. In the end, only the ra variants will be needed (plus the gl_format table of course). For now, this is simpler, because for some reason lots of hwdec code still requires the GL variants, and would have to be updated to use the ra ones. Currently, the video.c code accesses private ra_gl fields. In the end, it should not do that of course, and it would not include ra_gl.h. Probably adds bugs, but you can keep them.
* vo_opengl: describe the texture uploading modeGravatar Niklas Haas2017-07-26
| | | | | Be a bit more transparent here, which is especially helpful when people are sending me screenshots of stats pages.
* vo_opengl: check against shmem limitsGravatar Niklas Haas2017-07-26
| | | | | | The radius check was not strict enough, especially not for all platforms. To fix this, actually check the hardware capabilities instead of relying on a hard-coded maximum radius.
* vo_opengl: fix image uniforms for older OpenGLGravatar James Ross-Gowan2017-07-26
| | | | | This explicitly enables the GL_ARB_shader_image_load_store extension, which seems to fix compute shaders for Intel/GL 3.0.
* vo_opengl: cosmetic changeGravatar Niklas Haas2017-07-25
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* subprocess-win: remove VLA usageGravatar James Ross-Gowan2017-07-26
| | | | This only ever waits on four handles at most anyway.
* vo_opengl: add PRINTF_ATTRIBUTE to gl_sc_ssboGravatar Niklas Haas2017-07-25
| | | | | Doesn't uncover any bugs, but apparently we're getting in the habit of this anyway.
* vo_opengl: kill off FBOTEX_COMPUTE againGravatar Niklas Haas2017-07-25
| | | | | | | | | | | The textures not having an FBO actually caused regressions when trying to render the subtitles on top of this texture (--blend-subtitles), which still relied on an FBO. So just kill off the logic entirely. Why worry about a single FBO wasted when we're allocating like 10 anyway. Fixes #4657.
* vo_opengl: fix incoherent SSBO usageGravatar Niklas Haas2017-07-25
| | | | | | | According to the OpenGL spec, atomic access to SSBO variables is *not* guaranteed to be coherent, even when reusing the same SSBO attached to the same shader across different frames. So we actually need a glMemoryBarrier here, at least in theory.
* vo_opengl: cosmetic fixGravatar Niklas Haas2017-07-25
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* vo_opengl: fix incoherent texture usageGravatar Niklas Haas2017-07-25
| | | | | | | | | 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 linearizationGravatar Niklas Haas2017-07-24
| | | | | | | | | | | | | | | | | | 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 mesaGravatar Bin Jin2017-07-25
| | | | | | | | | 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.
* manpage: expand --hwdec warningsGravatar Niklas Haas2017-07-24
| | | | | | | | | | | | | I've found more test cases where hwdec=cuda shits itself, even hwdec=cuda-copy. So the whole “copyback is no worse than swdec” is simply not true. Also, in the light of 10 bit media files and APIs silently truncating to 8 bit, the warnings need to be generalized a bit. It's no longer safe to say that “doesn't convert to RGB” means “perfect playback”. I've also added a very strong disclaimer to the whole hwdec scenario clarifying why hwdec is usually a bad idea unless absolutely needed, because I've seen issue after issue that is resolved by disabling hwdec.
* vo_opengl: support user compute shadersGravatar Niklas Haas2017-07-24
| | | | | These are identical to regular fragment shader hooks, but with extra metadata indicating the preferred block size.
* vo_opengl: implement compute shader based EWA kernelGravatar Niklas Haas2017-07-24
| | | | | | | | | | | 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 detectionGravatar Niklas Haas2017-07-24
| | | | | | | | | | | | | | 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 shadersGravatar Niklas Haas2017-07-24
| | | | | | | | 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 abuseGravatar Niklas Haas2017-07-24
| | | | | | | | 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.
* build: warn against VLAGravatar wm42017-07-24
| | | | | Although C99 supports them, they are optional in C11, and we don't like/use them anyway.
* common, vo_opengl: add/use helper for formatted strings on the stackGravatar wm42017-07-24
| | | | | | | | | | | 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 callsGravatar wm42017-07-24
| | | | Fix 1 incorrect use.
* vo_opengl: add direct rendering supportGravatar wm42017-07-24
| | | | | | | | | | | | | | | | | | | | 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, refactorGravatar wm42017-07-23
| | | | | | | 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 framesGravatar wm42017-07-23
| | | | | | 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 declarationGravatar wm42017-07-23
| | | | Was missed in the previous changes.
* vo_opengl: add printf format checking to pass_describe()Gravatar wm42017-07-22
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* vo_opengl: make VAO helper private, remove old VAO mechanismGravatar wm42017-07-22
| | | | The struct describing vertex attributes is still public, of course.
* vo_opengl: osd: use new VAO mechanismGravatar wm42017-07-22
| | | | | | | 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 flyGravatar wm42017-07-22
| | | | | | 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 simplifyGravatar wm42017-07-22
| | | | | | | | 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=hybridGravatar wm42017-07-21
| | | | | | | | | 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.
* client API: drop some compatibility handlingGravatar wm42017-07-21
| | | | See commit e4bc563fd2dcf for more information.
* input: drop deprecated "osd" commandGravatar wm42017-07-21
| | | | | Complicated situation due to changes by GPL-only author, but also unnecessary due to newer mechanisms.
* options: kill --field-dominanceGravatar wm42017-07-21
| | | | GPL-only author, no chance of relicensing.
* demux_lavf: don't free AVFormatContext.key fieldGravatar wm42017-07-21
| | | | We don't even set it anymore. This really should be up to libavformat.