| Commit message (Collapse) | Author | Age |
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For clang, it's enough to just put (void) around usages we are
intentionally ignoring the result of.
Since GCC does not seem to want to respect this decision, we are forced
to disable the warning globally.
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The default behavior of vo_opengl has pretty much always been 'show the
source colors as-is, without caring to adapt it to the target device'.
This decision is mostly based on the fact that if we do anything else,
lots of people will complain.
With the rise of content like BT.2020, however, it turns out more people
complain about this content being very desaturated than people complain
about this content not matching VLC - so let's just map ultra-wide gamut
content back down to standard gamut by default.
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Instead of measuring the actual upload time, this instead measures the
time needed to render + map the texture via vdpau. These numbers are
still useful, since they're part of the critical path.
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This is plumbed through a new VOCTRL, VOCTRL_PERFORMANCE_DATA, and
exposed as properties render-time-last, render-time-avg etc.
All of these numbers are in microseconds, which gives a good precision
range when just outputting them via show-text. (Lua scripts can
obviously still do their own formatting etc.)
Signed-off-by: wm4 <wm4@nowhere>
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To avoid blocking the CPU, we use 8 time objects and rotate through
them, only blocking until the last possible moment (before we need
access to them on the next iteration through the ring buffer). I tested
it out on my machine and 4 query objects were enough to guarantee
block-free querying, but the extra margin shouldn't hurt.
Frame render times are just output at the end of each frame, via MP_DBG.
This might be improved in the future. (In particular, I want to expose
these numbers as properties so that users get some more visible feedback
about render times)
Currently, we measure pass_render_frame and pass_draw_to_screen
separately because the former might be called multiple times due to
interpolation. Doing it this way gives more faithful numbers. Same goes
for frame upload times.
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When ANGLE is using D3D11 and not running in DirectComposition mode,
DXGI will hook the video window's message loop and override Alt+Enter to
trigger a transition to exclusive fullscreen mode (which doesn't even
work with mpv's renderer for some reason.) This behaviour can be
disabled by getting a pointer to the IDXGIFactory associated with the
D3D11 device and calling MakeWindowAssociation with the appropriate
flags.
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Instead of implicitly resetting the options to defaults and then
applying the options, they're always applied on top of the current
options (in the same way adding new options to the CLI command line
will).
This does not apply to vo_opengl_cb, because that has an even worse mess
which I refuse to deal with.
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In theory we could probably make icc-profile-auto a vo_opengl-specific
option, but I won't bother with this. Logging an error is simpler.
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Changing the options can enable icc-profile-auto, and in this case the
profile has to be reteieved again from the system.
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Enable m_sub_options_copy() to copy nested sub-options, and also enable
it to create an option struct from defaults. We can get rid of most of
the crap in assign_options() now.
Calling handle_scaler_opt() to get a static allocation for scaler name
is still needed. It's moved to reinit_scaler(), which seems to be a
better place for it. Without it, dangling pointers could be created when
options are changed. (And in fact, this fixes possible dangling pointers
for window.name.) In theory we could create a dynamic copy, but that
seemed even more messy.
Chance of regressions.
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Commit 026b75e7 actually enabled changing icc options at runtime (via
vo_cmdline), but it didn't quite work. In particular, changing the icc-
profile option just kept the old profile, because it was cached
accordingly.
As part of this, change gl_lcms.opts from a struct to a pointer to a
struct. We properly copy it, instead of allowing possibly dangling
strings, like it was done in a working but unclean way before.
Also, reinit the whole rendering chain when the auto icc profile
changes, just like it's done when icc options are changed.
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Passing the bstr thing as pointer makes no sense. Everywhere else bstr
structs are passed by value because they're so small. Only when it's
supposed to receive a return value they're not.
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It's never NULL.
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Originally, video.c did not access any CMS things (other than lut3d
being set on it), but this has changed. In practice, almost all accesses
to it have moved to video.c. vo_opengl only created it, and set the auto
icc profile path.
Complete the move.
Some things wrt. option handling are a bit fishy. (But when is this not
the case.)
icc-profile-auto was not tested, but the distributed human CI will take
care of it.
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This was dumb. Also, lcms.h has actually no need to include video.h
besides this and csputils.h (makes it slightly less entangled).
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Well this was dumb.
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It gets printed on every alt+tab or desktop switch under mutter and
weston, and offers no useful information since it's handled by
destroying the previous entry.
Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
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This commit will cause the wayland backend and vo to correctly report
the display frame rate. This didn't work as VOCTRL_GET_DISPLAY_FPS was
received way too early, before the window was created (and thus
current_output set).
The VO will now signal VO_EVENT_WIN_STATE after window initialization
and upon a resize.
Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
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This algorithm works really well. Setting it is a much better
"out-of-the-box" experience than just clipping, which will always look
ugly.
In other words, with this default, users of mpv will just be able to
play HDR content without even realizing it's HDR (pretty much).
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Instead of doing HDR tone mapping on an ad-hoc basis inside
pass_colormanage, the reference peak of an image is now part of the
image params (alongside colorspace, gamma, etc.) and tone mapping is
done whenever peak_src != peak_dst.
To get sensible behavior when mixing HDR and SDR content and displays,
target-brightness is a generic filler for "the assumed brightness of SDR
content".
This gets rid of the weird display_scaled hack, sets the framework
for multiple HDR functions with difference reference peaks, and allows
us to (in a future commit) autodetect the right source peak from
the HDR metadata.
(Apart from metadata, the source peak can also be controlled via
vf_format. For HDR content this adjusts the overall image brightness,
for SDR content it's like simulating a different exposure)
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The wayland protocol exposes scaling done by the compositor to
compensate for small window sizes on small high DPI displays. If the
program ignores the scaling done, what'll happen is the compositor is
going to ask the program to be scaled down by N times the window size and
then it'll upscale the program's surface by N times. The scaling
algorithm seems to be bilinear so the scaling is quite obvious.
This commit sets up callbacks to listen for the scaling factor of each
output and, on rescale events, notifies the compositor that the
surface's scale is what the compositor asked for and changes the
player's surface to the appropriate size, causing no scaling to be done
by the compositor.
Compositors not supporting this interface will ignore the callbacks and do
nothing, keeping program behaviour the same. For compositors supporting
and using this interface (mutter), this will fix the rendering to be pixel
precise as it should be.
Both the opengl wayland backend and the wayland vo have been fixed to support
this. Verified to not break either on weston and mutter.
Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
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Developed by John Hable for use in Uncharted 2. Also used by Frictional
Games in SOMA. Originally inspired by a filmic tone mapping algorithm
created by Kodak.
From http://frictionalgames.blogspot.de/2012/09/tech-feature-hdr-lightning.html
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This is the canonical name for the algorithm. I simply didn't know it
before.
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Position the window around the original window center on video size change
(when switching to the next file with different resolution, for example)
instead of keeping the position of its top-left corner fixed.
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We now have a video filter that uses the d3d11 video processor, so it
makes no sense to have one in the VO interop code. The VO uses it for
formats not directly supported by ANGLE (so the video data is converted
to a RGB texture, which ANGLE can take in).
Change this so that the video filter is automatically inserted if
needed. Move the code that maps RGB surfaces to its own inteorp backend.
Add a bunch of new image formats, which are used to enforce the new
constraints, and to automatically insert the filter only when needed.
The added vf mechanism to auto-insert the d3d11vpp filter is very dumb
and primitive, and will work only for this specific purpose. The format
negotiation mechanism in the filter chain is generally not very pretty,
and mostly broken as well. (libavfilter has a different mechanism, and
these mechanisms don't match well, so vf_lavfi uses some sort of hack.
It only works because hwaccel and non-hwaccel formats are strictly
separated.)
The RGB interop is now only used with older ANGLE versions. The only
reason I'm keeping it is because it's relatively isolated (uses only
existing mechanisms and adds no new concepts), and because I want to be
able to compare the behavior of the old code with the new one for
testing. It will be removed eventually.
If ANGLE has NV12 interop, P010 is now handled by converting to NV12
with the video processor, instead of converting it to RGB and using the
old mechanism to import that as a texture.
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This avoids a copy of the video image and lowers vsync jitter. Since
there are now two options to add to the window_attribs list, it has been
made dynamic.
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A lot of real-world shaders start off with comments explaining the usage
or license, generating lots of "empty" passes. This simply change allows
us to skip them, which silences the warning spam and prevents us from
having to store and copy around these empty passes.
It also adds a more useful failure check: Attempting to use a user
shader that doesn't define any passes at all.
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This requires the GL_EXT_texture_norm16 extension and works in ANGLE.
A default precision had to be set for sampler3Ds, otherwise the shaders
would fail to compile.
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ES shaders do not allow implicit conversion from int to float, which
is the most annoying ES anti-feature ever.
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Remove the opengl-hq option default that caused it not to autoselect
ANGLE (unlike --vo=opengl). Details see commit d5df90a2.
Back then the intention was to use ANGLE by default, since it integrates
much nicer with the Windows compositor (instead of native OpenGL, which
tends to cause crazy glitches). On the other hand, many opengl-hq
capabilities are not available with older ANGLE builds, so it didn't
make any sense to autoselect ANGLE for it.
With the GL_EXT_texture_norm16 extension recently added to ANGLE, it has
essentially reached feature parity to desktop GL for the subset we are
using. (Even the integer texture hack for high bit depth input could be
dropped now.)
It (probably) still does not support nnedi3, due to the weird way the NN
coefficients are imported. Also, it uses half-floats instead of 16 bit
fixed-point textures for technical reasons, which implies about 5 bits
of precision loss. If anyone actually manages to distinguish the two
dithering texture formats in a double-blind test, I will fix it.
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This must be called if a texture shared between D3D devices is updated.
Often enough, the shared devices will be the same device, but ANGLE
forces using shared surfaces. I suppose there is no guarantee the driver
will do the expected thing. Internally, the driver could for example not
insert the required barriers before the shared texture is used.
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Fixes #320 (which is closed as 'not our problem' but eh)
Relevant xorg bug: https://bugs.freedesktop.org/show_bug.cgi?id=70931
For me this happened when (accidentally) trying to play a 8460x2812 jpg
file with mpv. Like the referenced bug, xvinfo reports "maximum XvImage
size: 8192 x 8192". So the returned XvImage is 8192x2812 and memory
corruption happens.
Only after handling this BadShmSeg X11 errors are shown.
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See previous commit.
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Rename it to get out of OpenGL's namespace. The gl_ prefix is used by
other mpv functions, but no OpenGL ones.
The "slice" parameter was never actually used, and all callers passed 0
for it.
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The main change is actually that e first copy to a "staging" memory
frame, and then upload this at once. The old non-PBO code called
glTexsubImage2D for each OSD sub-bitmap.
The new non-PBO code path is a bit faster now if there are many small
sub-bitmaps (on Linux/nVidia). It's also a bit simpler, so this is a
win.
(Although I don't particularly appreciate the mixed normal/PBO texture
code.)
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Some of these checks became pointless after dropping ES 2.0 support for
extended filtering.
GL_EXT_texture_rg is part of core in ES 3.0, and we already check for
this version, so testing for the extension is redundant.
GL_OES_texture_half_float_linear is also always available, at least as
far as our needs go.
The functionality we need from GL_EXT_color_buffer_half_float is always
available in ES 3.2, and we explicitly check for ES 3.2, so reject this
extension if the ES version is new enough.
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For some reason, GLES has no glMapBuffer, only glMapBufferRange.
GLES 2 has no buffer mapping at all, and GL 2.1 does not always have
glMapBufferRange. On those PBOs remain unsupported (there's no reason to
care about GL 2.1 without the extension).
This doesn't actually work on ANGLE, and I have no idea why. (There are
artifacts on OSD, as if parts of the OSD data weren't copied.) It works
on desktop OpenGL and at least 1 other ES 3 implementation. Don't enable
it on ANGLE, I guess.
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Not sure how much can be gained with this, as we can't use it properly
yet. For now, this is used only before rendering, which probably does
overwhelmingly nothing.
In the future, this should be used after temporary passes, which could
possibly reduce memory usage and even memory bandwidth usage, depending
on the drivers.
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Only log when actual extensions are loaded, never log anything about
builtins.
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Before that position of the window top-left corner was remaining the same
when the window was scaled.
Right now VOCTRL_SET_UNFS_WINDOW_SIZE is called only by window-scale. This
change will not affect resizes made by the user (dragging window edge).
Fixes #3164.
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Center the window on the original window center instead of the screen center
when the window has been resized due to requested window size exceeding the
size of the screen.
If user moved the window, he probably did it for the reason and he probably
don't want it to get back to the center of the screen when he is resizing it
(with window-scale for example).
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Properly update stored client area size when the window is resized in
reinit_window_state due to window size exceeding the size of the screen.
This was causing wrong behavior with window-scale - when window size was
becoming too big the window was resized but the video was not.
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Following commit 84ccebd9, the internal helpers don't allow GL_RGB and
GL_RGBA as internal formats for FBO attachments anymore.
While OpenGL itself is perfectly fine with it, I don't see much of a
reason to bother, and mixing sized and unsized internal formats is
confusing anyway.
Just remove these formats.
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ES 2.0 has this weird rule that not the internalformat parameter
determines the internal format, but the combination of all texture
parameters. GL_OES_texture_half_float thus does not specify e.g. a
GL_RGBA16F format, but requires passing GL_RGBA as format and
GL_HALF_FLOAT_OES as type. We won't bother with this, since ES 2.0 is a
lost cause anyway.
This also removes the OpenGL error when the code is trying to create a
f16 FBO for testing whether FBOs work.
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gl_video_upload_image() can fail in the hardware decoding case. In this
case rendering continued "normally", which meant that pass_get_img_tex()
would kill the process with an assertion failure.
Fix this by allowing gl_video_upload_image() to fail, and exit rendering
early enough to skip code which requires an image to be present. (Maybe
this is still a bit too subtle, but better than before.)
Set an error flag, and render the blue screen we introduced for shader
errors. (For this purpose also move the rendering of it to final output,
to ensure it's visible at all.) The error flag is temporary, because the
associated failure might also be temporary, unlike shader compilation
errors.
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ANGLE doesn't handle this very strictly. But if they change this in the
future, it shouldn't brick us.
Not quite happy with this glsl_extensions fields, but it is quite
unintrusive after all.
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No reason not to, and makes the following commit slightly simpler.
In fact, this makes the shaders more correct too. Normally, "#extension"
must come before any normal shader text, including the "precision"
directive. Not sure why this worked before. (Probably didn't.)
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ANGLE was missing texture() overloads in the shader compiler for
GL_TEXTURE_EXTERNAL_OES textures. Support has been added upstream,
so we can use it now.
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