aboutsummaryrefslogtreecommitdiffhomepage
path: root/video/out/opengl/video.h
Commit message (Collapse)AuthorAge
* vo_opengl: improve rotation handling (again)Gravatar wm42016-04-08
| | | | | | | | | | | | | | | | | Apply basic transformations like rotation by 90° and mirroring when sampling from the source textures. The original idea was making this part of img_tex.transform, but this didn't work: lots of code plays tricks on the transform, so manipulating it is not necessarily transparent, especially when width/height are switched. So add a new pre_transform field, which is strictly applied before the normal transform. This fixes most glitches involved with rotating the image. Cropping and rotation are now weirdly separated, even though they could be done in the same step. I think this is not much of a problem, and has the advantage that changing panscan does not trigger FBO reallocations (I think...).
* vo_opengl: generate 3DLUT against source and use full BT.1886Gravatar Niklas Haas2016-04-01
| | | | | | | | | | | | | | | | | | | This commit refactors the 3DLUT loading mechanism to build the 3DLUT against the original source characteristics of the file. This allows us, among other things, to use a real BT.1886 profile for the source. This also allows us to actually use perceptual mappings. Finally, this reduces errors on standard gamut displays (where the previous 3DLUT target of BT.2020 was unreasonably wide). This also improves the overall accuracy of the 3DLUT due to eliminating rounding errors where possible, and allows for more accurate use of LUT-based ICC profiles. The current code is somewhat more ugly than necessary, because the idea was to implement this commit in a working state first, and then maybe refactor the profile loading mechanism in a later commit. Fixes #2815.
* vo_opengl: fix rotationGravatar wm42016-03-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | This has been completely broken since commit 93546f0c. But even before, rotation handling did not make too much sense. In particular, it rotated the contents of the cropped image, instead of adjusting the crop rectangle as well. The result was that things like panscan or zooming did not behave as expected with rotation applied. The same is true for vertical flipping. Flipping is triggered by negative image stride. OpenGL does not support flipping the image on upload, so it's done as part of the rendering. It can be triggered with --vf=flip, but other filters and even decoders could setup negative stride to flip the image. Fix these issues by applying transforms to texture coordinates properly, and by making rotation and flipping part of these transforms. This still doesn't work properly for separated scaling. The issue is that we'd have to adjust how the passes are done. For now, pick a very stupid solution by rotating the image to a FBO, and then scaling from that. This has the avantage that the scale logic doesn't have to be complicated for such a rare case. It could be improved later. Prescaling is apparently still broken. I don't know if chroma positioning works properly either. None of this should affect the case with no rotation.
* vo_opengl: rename prescale to prescale-lumaGravatar Niklas Haas2016-03-05
| | | | | | Since prescale now literally only affects the luma plane (and the filters are all designed for luma-only operation either way), the option has been renamed and the documentation updated to clarify this.
* vo_opengl: add macros for scaler unitsGravatar Niklas Haas2016-03-05
| | | | | There was no real point in hard-coding these all over the place, especially since the order was sort of arbitrary and confusing.
* vo_opengl: replace tscale-interpolates-only with interpolation-thresholdGravatar wm42016-01-27
| | | | | The previous approach was too naive, and can e.g. ruin playback if scheduling switches e.g. between 1 and 2 vsync per frame.
* vo_opengl: add tscale-interpolates-only sub-optionGravatar wm42016-01-25
|
* vo_opengl: video.h: fix licenseGravatar wm42016-01-07
| | | | | This is a mistake coming from commit 6ef06aa1: it accidentally changed the license from GPL/LGPL dual to GPL only.
* vo_opengl: make LOOKUP_TEXTURE_SIZE configurableGravatar Bin Jin2015-12-07
|
* vo_opengl: Fix minor LUT sampling errorGravatar Bin Jin2015-12-07
| | | | | | Define a macro to correct the coordinate for lookup texture. Cache the corrected coordinate for 1D filter and use mix() to minimize the performance impact.
* vo_opengl: rename fancy-downscaling to correct-downscalingGravatar wm42015-11-07
| | | | The old name was stupid. Very stupid.
* vo_opengl: implement NNEDI3 prescalerGravatar Bin Jin2015-11-05
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
* vo_opengl: add Super-xBR filter for upscalingGravatar Bin Jin2015-11-05
| | | | | | | | | | | Add the Super-xBR filter for image doubling, and the prescaling framework to support it. The shader code was ported from MPDN extensions project, with modification to process luma only. This commit is largely inspired by code from #2266, with `gl_transform_trans()` authored by @haasn taken directly.
* vo_opengl: remove source shader leftoverGravatar Bin Jin2015-10-24
| | | | The source shader was removed after deband was introduced.
* vo_opengl: remove sharpen scalers, add sharpen sub-optionGravatar wm42015-09-23
| | | | | | | | | | | | This turns the old scalers (inherited from MPlayer) into a pre- processing step (after color conversion and before scaling). The code for the "sharpen5" scaler is reused for this. The main reason MPlayer implemented this as scalers was perhaps because FBOs were too expensive, and making it a scaler allowed to implement this in 1 pass. But unsharp masking is not really a scaler, and I would guess the result is more like combining bilinear scaling and unsharp masking.
* vo_opengl: move deband_opts declaration to where it's usedGravatar wm42015-09-23
| | | | At least one thing the current option code can do right.
* vo_opengl: remove unsued chroma_location fieldGravatar wm42015-09-23
| | | | | This was redundant to forcing the value with vf_format, so the vo_opengl sub-option was removed. This field is just a leftover.
* vo_opengl: implement debanding (and remove source-shader)Gravatar Niklas Haas2015-09-09
| | | | | | | | | | The removal of source-shader is a side effect, since this effectively replaces it - and the video-reading code has been significantly restructured to make more sense and be more readable. This means users no longer have to constantly download and maintain a separate deband.glsl installation alongside mpv, which was the only real use case for source-shader that we found either way.
* vo_opengl: move self-contained shader routines to a separate fileGravatar Niklas Haas2015-09-09
| | | | | | | | | | | This is mostly to cut down somewhat on the amount of code bloat in video.c by moving out helper functions (including scaler kernels and color management routines) to a separate file. It would certainly be possible to move out more functions (eg. dithering or CMS code) with some extra effort/refactoring, but this is a start. Signed-off-by: wm4 <wm4@nowhere>
* vo_opengl: remove gl_ prefixes from files in video/out/openglGravatar Niklas Haas2015-09-09
This is a bit redundant with the name of the directory itself, and not in line with existing naming conventions.