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* 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.
* 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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* 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.
* 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.
* 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).
* 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.
* vo_opengl: avoid constant divisionsGravatar Niklas Haas2017-07-17
| | | | | | | These are apparently expensive on some drivers which are not smart enough to turn x/42 into x*1.0/42. So, do it for them. My great test framework says it's okay
* vo_opengl: styleGravatar Niklas Haas2017-07-16
| | | | Use uintptr_t instead of size_t. Shouldn't matter, but is cleaner.
* vo_opengl: use MP_ALIGN_UP instead of FFALIGNGravatar Niklas Haas2017-07-16
| | | | Consistency/style
* vo_opengl: use glBufferSubData instead of glMapBufferRangeGravatar Niklas Haas2017-07-16
| | | | | | | | | | | | | | | | | | | | Performance seems pretty much unchanged but I no longer get nasty spikes on NUMA systems, probably because glBufferSubData runs in the driver or something. As a simplification of the code, we also just size the PBO to always have the full size, even for cropped textures. This seems slower but not by relevant amounts, and only affects e.g. --vf=crop. It also slightly increases VRAM usage for textures with big strides. This new code path is especially nice because it no longer depends on GL_ARB_map_buffer_range, and no longer uses any functions that can possibly fail, thus simplifying control flow and seemingly deprecating the manpage's claim about possible image corruption. In theory we could also reduce NUM_PBO_BUFFERS since it doesn't seem like we're streaming uploads anyway, but leave it in there just in case some drivers disagree...
* vo_opengl: update BufferData usage hintsGravatar Niklas Haas2017-07-15
| | | | | | | | | | | | | | | STREAM is better than DYNAMIC because we're only using it once per frame. As for COPY vs DRAW, that was pretty much incorrect to begin with - but surprisngly, COPY is actually faster (sometimes significantly so, e.g. on my NUMA system). After testing, the best I can gather is that it has to do with the fact that COPY requires fewer redundant memcpy()s, and also 3x reduce RAM bandwidth (in theory). Anyway, that bit shouldn't introduce any regressions, it's just a documentation update. Maybe I'll change my mind about the comment again the future, it's really hard to tell. Vulkan, please save us!
* vo_opengl: coalesce intra-plane PBOsGravatar Niklas Haas2017-07-15
| | | | | | | | | | | | | | Instead of allocating three PBOs and cycling through them, we allocate one PBO that's three times as large, and cycle through the subregion offsets. This results in arguably simpler code and faster initialization performance. Especially for 4K textures, initializing PBOs can take quite some time (e.g. 180ms -> 110ms). For 1080p, it's more like 66ms -> 52ms for me. The alignment to 4096 is completely unnecessary by spec, but we do it anyway just for peace of mind.
* vo_opengl: generalize --scale-clamp etc.Gravatar Niklas Haas2017-07-12
| | | | | This can help fight ringing without completely killing it, thus providing a middle-ground between ringing and aliasing.
* vo_opengl: remove redundant gl_video_setup_hooks callGravatar Niklas Haas2017-07-12
| | | | | | | | This is unnecessary to call from gl_video_resize, because the hooks only (possibly) change when the actual vo_opengl options change. This used to be required back when mpv still had prescaling built in, but since that was all moved to user shaders and the code removed, this is a left-over artifact.
* vo_opengl: fix type of glsl variable frameGravatar Aman Gupta2017-07-11
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* vo_opengl: don't make assumptions about plane orderGravatar wm42017-07-10
| | | | | | | | | | | | | | | | | | | The renderer code doesn't list a fixed set of supported formats, but supports anything that is described by AVPixFmtDescriptor and follows a number of constraints. Plane order is not included in those constraints. This means the planes could be in random order, rather than what the vo_opengl renderer happens to assume. For example, it assumes that the 4th plane is alpha, even though alpha could be on any plane. Likewise it assumes that plane 0 was always luma, and planes 2/3 chroma. (In earlier iterations of format support, this was guaranteed by MP_IMGFLAG_YUV_P, but this is not used anymore.) Explicitly set the plane semantics (enum plane_type) by the component descriptors and the used colorspace. The behavior should mostly not change, but it's less likely to break when FFmpeg adds new pixel formats.
* vo_opengl: hwdec_dxva2egl: probe whether ANGLE mapping worksGravatar wm42017-07-10
| | | | | | | With some newer ANGLE builds, mapping can fail with "Failed to create EGL surface" during playback. The reason is unknown, and it might just be an ANGLE bug. Probe whether it works at init time to avoid the problem.
* vo_opengl: fix dumb_mode chroma transformation fixupGravatar Niklas Haas2017-07-10
| | | | | | | | In commit 6eb0bbe this was changed from xs[n] to use gl_format.chroma_w indiscriminately, which broke chroma rendering when zooming/cropping. The solution is to only use chroma_w for chroma planes. Fixes #4592.
* vo_opengl: describe the remainder passes after user shadersGravatar Niklas Haas2017-07-09
| | | | | | | | | | | | On optional hook points, we store to a temp FBO and then read from it again to complete any operations that may still be left (e.g. sigmoidization after MAIN/LINEAR). In theory this mechanism should be reworked to avoid the temporary FBO until the next time we actually need one - and also skip redundant passes if we the next thing we need *is* a FBO - but both are those are tricky. Anyway, in the meantime, at least we can label the (semi-)redundant passes that get generated when using user shaders.
* vo_opengl: support tone-mapping-param for `clip`Gravatar Niklas Haas2017-07-07
| | | | | | | This just indicates a fixed linear coefficient to multiply into the signal, similar to the old option --target-brightness (but the inverse thereof). Good for testing purposes, which is why I added it. (This also corresponds somewhat to what zimg does)
* vo_opengl: rework --opengl-dumb-modeGravatar Niklas Haas2017-07-07
| | | | | | | It's now possible to request non-dumb mode as a user, even when not using any non-dumb features. This change is mostly intended for testing, so I can easily switch between dumb and non-dumb mode on default settings. The default behavior is unaffected.
* vo_opengl: correct off-by-one in scale=oversampleGravatar Niklas Haas2017-07-07
| | | | This caused a single pixel shift to the top-left, introduced in e3e03d0f3.
* vo_opengl: do not use vaapi-over-GLXGravatar wm42017-07-07
| | | | | | | | | | | | | | | This backend is selected if vaapi is available, but vaapi-over-EGL is not. This causes various issues around the forced RGB conversion, which is done with fixed, usually incorrect parameters. It seems the existing auto probing check is too weak, and doesn't really prevent it from getting loaded. Fix this by adding a flag to not ever load this during auto probing. I'm still not deleting it, because it's useful for testing on nvidia machines. See #4555.
* vo_opengl: prevent desat from blowing up for negativeGravatar Niklas Haas2017-07-07
| | | | | | | The current algorithm blew up when the color was negative, such as the case when downscaling with dscale=mitchell or other algorithms that introduce negative ringing. The simplest solution is to just slightly change the calculation to force both parameters to be in-range.
* vo_opengl: also expose NAME_mul for user shadersGravatar Niklas Haas2017-07-06
| | | | | | | | | This is exposed so that bjin/mpv-prescalers can use textureGatherOffset for performance. Since there are now quite a lot of parameters where it isn't quite clear why they're all defined, add a paragraph to the man page that explains them a bit.