| Commit message (Collapse) | Author | Age |
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The new uniforms introduced by 362015c have exceeded the uniform limit
when using high-radius tscale. In addition, the SC limit of 32 entries
might be pushing it with user shaders.
Just make these value a bigger to delay the onset of this same failure
mode. Maybe in the future it should be reworked to grow dynamically?
Either way, we *can* always predict a static upper bound on the number
of uniforms and shader cache entries, it's just that we forgot to do so.
Fixes #3151
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Marketing told me to do so.
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This makes it so that users with actual HDR displays can just set their
config to target-trc=st2084 and get native HDR output. This will look a
bit silly for SDR content (everything will be really bright), but for
lack of a better tone mapping situation (including reverse tone mapping)
this is the easiest thing to do for now.
Ideally the brightness metadata should be part of the colorspace struct
or something (with mpv always adapting where necessary), but it depends
on the TRC and not the primaries so it's a bit more complicated than
that.
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Since dumb mode is affected by tone mapping (which I'll call a feature,
not a bug), we need to copy over the configuration - in particular, the
defaults. (To prevent a render failure)
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Since HDR content is now auto-detected as such, we should probably do
something smarter in the "no configuration" case, such as outputting
gamma 2.2 instead.
This decision will affect the majority of users of stock configurations
who just play back appropriately tagged HDR files, so having a good
default behavior is important. "Output the HDR content as-is" is
definitely not likely to give the user a good result.
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This now lets us auto-detect appropriately tagged HDR content using
FFmpeg's new TRC entries (when available).
Hidden behind an #if because Libav stable doesn't have it yet.
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Seems sensible.
Untested.
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Make it dynamic and never remove entries from it.
For now, this is better than possibly creating dangling pointers all
over the place in the gl_user_shader struct.
Untested.
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?
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GLES shaders disallow implicit conversion from int to float.
This has been broken for quite a while.
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This is now a configurable option, with tunable parameters.
I got inspiration for these algorithms off wikipedia. "simple" seems to
work pretty well, but not well enough to make it a reasonable default.
Some other notable candidates:
- Local functions (e.g. based on local contrast or gradient)
- Clamp with soft knee (linear up to a point)
- Mapping in CIE L*Ch. Map L smoothly, clamp C and h.
- Color appearance models
These will have to be implemented some other time.
Note that the parameter "peak_src" to pass_tone_map should, in
principle, be auto-detected from the SEI information of the source file
where available. This will also have to be implemented in a later
commit.
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Due to the way color management in mpv worked historically, the subtitle
blending function was written to preserve the linearity of the input.
(In the past, the 3DLUT function required linear inputs)
Since the 3DLUT was refactored to accept the video color directly, the
re-linearization after blending is now virtually always redundant.
(Notably, it's also redundant when CMS is turned off, so this way of
writing the code stopped making sense a long time ago. It is a remnant
from before the pass_colormanage function was as flexible as it is now)
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Currently, this relies on the user manually entering their display
brightness (since we have no way to detect this at runtime or from ICC
metadata). The default value of 250 was picked by looking at ~10 reviews
on tftcentral.co.uk and realizing they all come with around 250 cd/m^2
out of the box. (In addition, ITU-R Rec. BT.2022 supports this)
Since there is no metadata in FFmpeg to indicate usage of this TRC, the
only way to actually play HDR content currently is to set
``--vf=format=gamma=st2084``. (It could be guessed based on SEI, but
this is not implemented yet)
Incidentally, since SEI is ignored, it's currently assumed that all
content is scaled to 10,000 cd/m^2 (and hard-clipped where out of
range). I don't see this assumption changing much, though.
As an unfortunate consequence of the fact that we don't know the display
brightness, mixed with the fact that LittleCMS' parametric tone curves
are not flexible enough to support PQ, we have to build the 3DLUT
against gamma 2.2 if it's used. This might be a good thing, though,
consdering the PQ source space is probably not fantastic for
interpolation either way.
Partially addresses #2572.
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This is much more readable than hard-coding magic IDs all over the file,
and removes the need for all the explanatory comments that were a direct
result of this.
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This macro takes care of rotation, swizzling, integer conversion and
normalization automatically. I found the performance impact to be
nonexistant for superxbr and debanding, although rotation *did* have an
impact due to the extra matrix multiplication. (So it gets skipped where
possible)
All of the internal hooks have been rewritten to use this new mechanism,
and the prescaler hooks have finally been separated from each other.
This also means the prescale FBO kludge is no longer required.
This fixes image corruption for image formats like 0bgr, and also fixes
prescaling under rotation. (As well as other user hooks that have
orientation-dependent access)
The "raw" attributes (tex, tex_pos, pixel_size) are still un-rotated, in
case something needs them, but ideally the hooks should be rewritten to
use the new API as much as possible. The hooked texture has been renamed
from just NAME to NAME_raw to make script authors notice the change (and
also deemphasize direct texture access).
This is also a step towards getting rid of the use_integer pass.
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This helps visually signify that somthing went wrong, and prevents
confusing shader compilation errors with other types of bugs.
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This replaces the previous TRANSFORM by WIDTH, HEIGHT and OFFSET where
WIDTH and HEIGHT are RPN expressions. This allows for more fine-grained
control over the output size, and also makes sure that overwriting
existing textures works more cleanly.
(Also add some more useful bstr functions)
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This allows users to add their own near-arbitrary hooks to the vo_opengl
processing pipeline, greatly enhancing the flexibility of user shaders.
This enables, among other things, user shaders such as CrossBilateral,
SuperRes, LumaSharpen and many more.
To make parsing the user shaders easier, shaders are now loaded as
bstrs, and the hooks are set up during video reconfig instead of on
every single frame.
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These are "sequence points" where the image could be rendered out to an
FBO, hooked, and re-loaded if any such hook exists. This is perfect for
things like the current user shaders system, as well as optional effects
like unsharp masking.
Note that since we have to pick *some* FBO to store the optionally
hooked texture, we just store it in an array indexed by an increasing
counter. Since we only ever store as many as MAX_TEXTURE_HOOKS + all
internal hook points entries, this is guaranteed to be enough space.
This commit also removes some of the now unused FBOs.
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The hook mechanism allows arbitrary processing stages to get dispatched
whenever certain named textures have been "finalized" by the code.
This is mostly meant to serve as a change that opens up the internal
processing in pass_read_video to user scripts, but as a side benefit all
of the code dealing with offsets and plane alignment and other such
confusing things has been rewritten.
This hook mechanism is powerful enough to cover the needs of both
debanding and prescaling (and more), so as a result they can be removed
from pass_read_video entirely and implemented through hooks.
Some avenues for optimization:
- The prescale hook is currently somewhat distributed code-wise. It might be
cleaner to split it into superxbr and NNEDI3 hooks which can each be
self-contained.
- It might be possible to move a large part of the hook code out to an
external file (including the hook definitions for debanding and
prescaling), which would be very much desired.
- Currently, some stages (chroma merging, integer conversion) will
*always* run even if unnecessary. I'm planning another series of
refactors (deferred img_tex) to allow dropping unnecessary shader
stages like these, but that's probably some ways away. In the meantime
it would be doable to re-add some of the logic to skip these stages if
we know we don't need them.
- More hook locations could be added (?)
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Instead of rounding down, we round to the nearest float. This reduces
the maximum possible error introduced by this rounding operation. Also
clarify the comment.
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Why is everything so horrible.
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Allows to query if some timer is currently running or was
stopped/killed.
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Remove non-texture_rg compatibility from LUT sampling. OpenGL without
texture_rg support will always trigger dumb-mode, and dumb-mode does not
use LUTs. It used not to, and that was when this made sense.
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Partial fix to #3090
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Fixes broken colors with --vf=format=0bgr (but only if deband is
disabled).
0bgr means the first byte is padding, while the following three bytes
are bgr. From the vo_opengl perspective, it has 4 physical components
with 3 logical components. copy_img_tex() simply copied 3 components
from the physical representation, which means the last component (r) was
sliced off.
Fix this by not using p->color_swizzle for packed formats, and instead
let packed formats set the per-plane swizzle in texplane.swizzle. The
latter applies the swizzle as part of operation in copy_img_tex(), which
essentially moves physical to logical representations.
Unfortunately, debanding (and thus with opengl-hq defaults) is still
broken.
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This was supposed to handle the absence of GL_ARB_texture_rg. But it's
already handled elsewhere. (init_format() sets texplane.swizzle
accordingly.)
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Make the find_plane_format function take a bit count.
This also makes the function's comment true for the first time the
function and its comment exist. (It was commented as taking bits, but
always took bytes.)
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Only a few very low bit depth internal formats can be rendered to in
pure ES2 (GL_RGB565 is the "best" one).
Seems like the only potentially reasonable renderable formats in ES2
could be provided via GL_OES_rgb8_rgba8, or half-floats, so don't
bother with this at all.
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Remove the attempted cleverness; keep it dumb.
This strictly calculates the average speed over an at least 1 second
window (longer if I/O blocks it).
Since this doesn't reset the speed anymore when reading stops by going
idle, the results might actually be more accurate now.
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Don't let it clutter the top level directory.
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Now that we know in advance whether an implementation should support a
specific format, we have more flexibility when determining which format
to use.
In particular, we can drop the roundabout ES logic.
I'm not sure if actually trying to create the FBO for probing still has
any value. But it might, so leave it for now.
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Even if everything else is available, the need for first class arrays
breaks it. In theory we could fix this since we don't strictly need
them, but I guess it's not worth bothering.
Also give the misnamed have_mix variable a slightly better name.
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This merges all knowledge about texture format into a central table.
Most of the work done here is actually identifying which formats exactly
are supported by OpenGL(ES) under which circumstances, and keeping this
information in the format table in a somewhat declarative way. (Although
only to the extend needed by mpv.) In particular, ES and float formats
are a horrible mess.
Again this is a big refactor that might cause regression on "obscure"
configurations.
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It'll fail with an assertion in the interpolation code otherwise.
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Helpful for debugging and such.
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This is the client-API part; the normal descriptions are present in the
text above.
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Recent regression. Caused it to use dumb-mode with integer textures,
which on ANGLE leads to nearest scaling.
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This uses the normal autoprobing rules like "auto", but rejects anything
that isn't flagged as copying data back to system memory.
The chunk in command.c was dead code, so remove it instead of updating
it.
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