| Commit message (Collapse) | Author | Age |
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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.
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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 This is somewhat outdated.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.
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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.
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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.)
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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.
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Probably. Untested.
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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).
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Will make the ra layer _slightly_ simpler.
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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.
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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.
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This currently is only limited to Android. Its stdlib contains the
things that mpv's POSIX check checks for, but unfortunately not
glob().
This fixes Android compilation broken in 70a70b9da .
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* If we have glob() supported, we have `HAVE_GLOB = 1'.
* If we have specifically POSIX glob(), we have
`HAVE_GLOB_POSIX = 1`.
* If we have specifically Win32 glob(), we have
`HAVE_GLOB_WIN32 = 1`
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Additionally change the description to better match what Android is,
which is an "environment". The original positioning of this check
was unfortunate.
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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.
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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.
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Updates the line once per second rather than once per frame, saving
quite a bit of CPU. Also completely stops the script while paused.
That aside, fixes the swapped checks for video and audio-only files and
adds bitrate printing.
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More efficient in cases where we're comparing a bstr against itself,
which can happen in e.g. the ICC profile code.
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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_)
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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.
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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)
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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.)
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This was an oversight. The ID shouldn't be hard-coded here, so add it to
sampler_prelude instead.
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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)
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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.
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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.)
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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.
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For libav-stable, we download the Libav tarball, which is failing,
because their certificate is broken:
ERROR: cannot verify libav.org's certificate, issued by `/C=US/O=Let\'s Encrypt/CN=Let\'s Encrypt Authority X3':
Issued certificate has expired.
I don't intend to support Libav's overly old releases anymore anyway,
so if you want to use Libav, use its git master.
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I hate GLES
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Got the "sign" of the second multiplication wrong.
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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.
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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.
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Original author has agreed now.
Also fix the notice in dec_video.c - all GPL-only code is gone
(unrelated to --priority/its author).
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different shells need different args to load the expected profiles and
configs, so we added a small heuristic to decide those args. also don't
always load the profiles for a bash login shell and instead only use the
standard shell without any args.
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this fixes the mpv binary call in our bundle wrapper script, in the case
that the path to the binary needs escaping. examples are white spaces or
special chars.
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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
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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.
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Drops some features I guess, no idea if those were needed. Untested due
to lack of test cases.
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Should be GL_NEAREST, not GL_LINEAR.
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Also move the capability check to gl_video_get_lut3d(), because it
seems more convenient (ra won't have a _CAP_EXT16).
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Also fix the RA_CAP_ bitmask nonsense.
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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.
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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.
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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.
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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
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