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* vo_opengl: add optional hook pointsGravatar Niklas Haas2016-05-15
| | | | | | | | | | | | | | 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.
* vo_opengl: add hooks and rework pass_read_videoGravatar Niklas Haas2016-05-15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 (?)
* vo_opengl: minor change to scaler_resizes_onlyGravatar Niklas Haas2016-05-15
| | | | | | 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.
* vaapi: avoid forward declaration of variableGravatar wm42016-05-15
| | | | Why is everything so horrible.
* vo_opengl: remove some pointless compatibilityGravatar wm42016-05-14
| | | | | | 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.
* vo_opengl: partially fix 0bgr format supportGravatar wm42016-05-13
| | | | | | | | | | | | | | | | | | | 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.
* vo_opengl: drop duplicate LUMINANCE_ALPHA handlingGravatar wm42016-05-13
| | | | | | This was supposed to handle the absence of GL_ARB_texture_rg. But it's already handled elsewhere. (init_format() sets texplane.swizzle accordingly.)
* vo_opengl: minor simplificationGravatar wm42016-05-13
| | | | | | | | 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.)
* vo_opengl: restrict ES2 FBO formatsGravatar wm42016-05-13
| | | | | | | | | 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.
* vo_opengl: angle: log extension stringGravatar wm42016-05-13
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* vo_opengl: slightly better FBO format checkGravatar wm42016-05-12
| | | | | | | | | | | 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.
* vo_opengl: disable scalers on ES2Gravatar wm42016-05-12
| | | | | | | | 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.
* vo_opengl: add detection for the ES texture_rg extensionGravatar wm42016-05-12
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* vo_opengl: reorganize texture format handlingGravatar wm42016-05-12
| | | | | | | | | | | | | 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.
* vo_opengl: correctly disable interpolation if tscale can't be usedGravatar wm42016-05-12
| | | | It'll fail with an assertion in the interpolation code otherwise.
* vo_opengl: angle: dump translated shadersGravatar wm42016-05-12
| | | | Helpful for debugging and such.
* vo_opengl: don't use dumb-mode with 10 bit integer texture hackGravatar wm42016-05-11
| | | | | Recent regression. Caused it to use dumb-mode with integer textures, which on ANGLE leads to nearest scaling.
* vo_opengl: fix NULL deref on certain init failuresGravatar wm42016-05-11
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* video: add --hwdec=auto-copy modeGravatar wm42016-05-11
| | | | | | | | 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.
* vo_opengl: d3d11egl: support full range YUVGravatar wm42016-05-11
| | | | | | | | | MSDN documents this as "Introduced in Windows 8.1.". I assume on Windows 7 this field will simply be ignored. Too bad for Windows 7 users. Also, I'm not using D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235 and D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255, because these are apparently completely missing from the MinGW headers. (Such a damn pain.)
* vo_opengl: d3d11egl: don't require EGL_EXT_device_queryGravatar wm42016-05-11
| | | | | | | Older ANGLE builds don't export this. This change is really only for convenience, and I might revert it at some later point.
* build: merge d3d11va and dxva2 hwaccel checksGravatar wm42016-05-11
| | | | | | We don't have any reason to disable either. Both are loaded dynamically at runtime anyway. There is also no reason why dxva2 would disappear from libavcodec any time soon.
* vo_opengl: angle: dynamically load ANGLEGravatar wm42016-05-11
| | | | | | | | | | | | ANGLE is _really_ annoying to build. (Requires special toolchain and a recent MSVC version.) This results in various issues with people having trouble to build mpv against ANGLE (apparently linking it against a prebuilt binary doesn't count, or using binaries from potentially untrusted sources is not wanted). Dynamically loading ANGLE is going to be a huge convenience. This commit implements this, with special focus on keeping it source compatible to a normal build with ANGLE linked at build-time.
* vo_opengl: fix passing along swizzle from hwdec interopGravatar wm42016-05-10
| | | | | | | | | | In theory this was needed for the previous commit (but wasn't in practice, since for hwdec the LUMINANCE_ALPHA mangling is not applied anymore, and ANGLE uses RG textures in absence of GL_ARB_texture_rg for whatever crazy reasons). In practice this caused funky colors on OSX with the uyvy422 format, which is also fixed in this commit.
* vo_opengl: d3d11egl: native NV12 sampling supportGravatar wm42016-05-10
| | | | | | | | | | | | | | | | | This uses EGL_ANGLE_stream_producer_d3d_texture_nv12 and related extensions to map the D3D textures coming from the hardware decoder directly in GL. In theory this would be trivial to achieve, but unfortunately ANGLE does not have a mechanism to "import" D3D textures as GL textures. Instead, an awkward mechanism via EGL_KHR_stream was implemented, which involves at least 5 extensions and a lot of glue code. (Even worse than VAAPI EGL interop, and very far from the simplicity you get on OSX.) The ANGLE mechanism so far supports only the NV12 texture format, which means 10 bit won't work. It also does not work in ES3 mode yet. For these reasons, the "old" ID3D11VideoProcessor code is kept and used as a fallback.
* vo_opengl: add an angle-es2 backendGravatar wm42016-05-10
| | | | | | It forces es2 mode on ANGLE. Only useful for testing. Since the normal "angle" backend already falls back to es2 if es3 does not work, this new backend always exit when autoprobing it.
* vo_opengl: cosmetics: rename variablesGravatar wm42016-05-10
| | | | | "p" is used for the private context everywhere in the source file, but renaming it also requires renaming some local variables.
* vo_opengl: refactor how hwdec interop exports texturesGravatar wm42016-05-10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Rename gl_hwdec_driver.map_image to map_frame, and let it fill out a struct gl_hwdec_frame describing the exact texture layout. This gives more flexibility to what the hwdec interop can export. In particular, it can export strange component orders/permutations and textures with padded size. (The latter originating from cropped video.) The way gl_hwdec_frame works is in the spirit of the rest of the vo_opengl video processing code, which tends to put as much information in immediate state (as part of the dataflow), instead of declaring it globally. To some degree this duplicates the texplane and img_tex structs, but until we somehow unify those, it's better to give the hwdec state its own struct. The fact that changing the hwdec struct would require changes and testing on at least 4 platform/GPU combinations makes duplicating it almost a requirement to avoid pain later. Make gl_hwdec_driver.reinit set the new image format and remove the gl_hwdec.converted_imgfmt field. Likewise, gl_hwdec.gl_texture_target is replaced with gl_hwdec_plane.gl_target. Split out a init_image_desc function from init_format. The latter is not called in the hwdec case at all anymore. Setting up most of struct texplane is also completely separate in the hwdec and normal cases. video.c does not check whether the hwdec "mapped" image format is supported. This should not really happen anyway, and if it does, the hwdec interop backend must fail at creation time, so this is not an issue.
* x11: tell GNOME to use dark window decorationsGravatar Mantas Mikulėnas2016-05-09
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* video: refactor how VO exports hwdec device handlesGravatar wm42016-05-09
| | | | | | | | | | | | | | | | | | | | | | | | | | The main change is with video/hwdec.h. mp_hwdec_info is made opaque (and renamed to mp_hwdec_devices). Its accessors are mainly thread-safe (or documented where not), which makes the whole thing saner and cleaner. In particular, thread-safety rules become less subtle and more obvious. The new internal API makes it easier to support multiple OpenGL interop backends. (Although this is not done yet, and it's not clear whether it ever will.) This also removes all the API-specific fields from mp_hwdec_ctx and replaces them with a "ctx" field. For d3d in particular, we drop the mp_d3d_ctx struct completely, and pass the interfaces directly. Remove the emulation checks from vaapi.c and vdpau.c; they are pointless, and the checks that matter are done on the VO layer. The d3d hardware decoders might slightly change behavior: dxva2-copy will not use the VO device anymore if the VO supports proper interop. This pretty much assumes that any in such cases the VO will not use any form of exclusive mode, which makes using the VO device in copy mode unnecessary. This is a big refactor. Some things may be untested and could be broken.
* vo_direct3d: remove passing device to decoderGravatar wm42016-05-09
| | | | | This was never really used anyway. Removing it for the sake of the following commit.
* wayland: use the advertised size in fullscreenGravatar Emmanuel Gil Peyrot2016-05-08
| | | | | | | | | | | | | | | When we receive the wl_shell_surface::configure event, it makes sense to respect the aspect ratio of the video in windowed mode, but in fullscreen it forces compositing and wastes resources (until atomic modesetting is available everywhere and we can stop having desynchronised planes). Weston mitigates a resolution mismatch by creating black surfaces and compositing them around the fullscreen surface, placed at the middle, while GNOME puts it at the top-left and leaves the rest of the desktop composited below, both of them producing a subpar experience. Fixes #3021, #2657.
* win32: make taskbar progress indication optionalGravatar maniak13492016-05-08
| | | | | | | | | | | Add --taskbar-progress command line option and property which controls taskbar progress indication rendering in Windows 7+. This option is on by default and can be toggled during playback. This option does not affect the creation process of ITaskbarList3. When the option is turned off the progress bar is just hidden with TBPF_NOPROGRESS. Closes #2535
* x11: slightly safer X11 error handler behaviorGravatar wm42016-05-08
| | | | | | | | | | | The X11 error handler is global, and not per-display. If another Xlib user exists in the process, they can conflict. In theory, it might happen that e.g. another library sets an error handler (overwriting the mpv one), and some time after mpv closes its display, restores the error handler to mpv's one. To mitigate this, check if the error log instance is actually set, instead of possibly crashing. The change in vo_x11_uninit() is mostly cosmetic.
* x11: add --x11-bypass-compositor=alwaysGravatar wm42016-05-06
| | | | Also add missing documentation for fs-only, and correct the default.
* vo_opengl: angle: avoid fullscreen FBO copy for flippingGravatar wm42016-05-05
| | | | | | | In order to honor the differences between OpenGL and Direct3D coordinate systems, ANGLE uses a full FBO copy merely to flip the final frame vertically. This can be avoided with the EGL_ANGLE_surface_orientation extension.
* vo_opengl: angle: call eglTerminate()Gravatar wm42016-05-05
| | | | | | | | | | | | I hope that this does what we expect it does: destroy the EGLDisplay specific to our HDC. (Some implementations will terminate all EGL contexts in the whole process.) eglReleaseThread() merely calls eglMakeCurrent(0, 0, 0, 0), which is not enough. This commit also fixes the problem fixed with the previous commit, but I think both changes are needed to make our API usage clean.
* vo_opengl: EGL: fix hwdec probingGravatar wm42016-05-05
| | | | | | | | | | | | | If ANGLE was probed before (but rejected), the ANGLE API can remain "initialized", and eglGetCurrentDisplay() will return a non-NULL EGLDisplay. Then if a native GL context is used, the ANGLE/EGL API will then (apparently) keep working alongside native OpenGL API. Since GL objects are just numbers, they'll simply fail to interact, and OpenGL will get invalid textures. For some reason this will result in black textures. With VAAPI-EGL, something similar could happen in theory, but didn't in practice.
* command: change some hwdec propertiesGravatar wm42016-05-04
| | | | | | | | Introduce hwdec-current and hwdec-interop properties. Deprecate hwdec-detected, which never made a lot of sense, and which is replaced by the new properties. hwdec-active also becomes useless, as hwdec-current is a superset, so it's deprecated too (for now).
* lcms: don't warn/error on 3dlut cache missesGravatar Niklas Haas2016-05-04
| | | | | | | | Cache misses are a normal and expected part of the operation of a cache. It doesn't really make sense to show a user-visible warning for them. To work-around this, just skip trying to open the cache if it doesn't exist yet.
* lcms: improve black point handling (especially BT.1886)Gravatar Niklas Haas2016-05-04
| | | | | | | | | | | | | | | | | | | First of all, black point compensation is now on by default. This is really rather harmless and only improves the result (where "improvement" means "less black clipping"). Second, this adds an option to limit the ICC profile's contrast, which helps for untagged matrix profiles that are implicitly black scaled even in colorimetric intent. (Note that this relies on BPC being enabled to work properly, which is why the two changes are tied together) Third, this uses the LittleCMS built in black point estimator instead of relying on the presence of accurate A2B tables. This also checks tags and does some amounts of noise elimination. If the option is unspecified and the profile is missing black point information, print a warning instructing the user to set the option, and fall back to 1000 otherwise.
* d3d: DXVA2_ModeMPEG2_VLD supports all profilesGravatar wm42016-05-03
| | | | Fixes hardware decoding of most mpeg2 things.
* vo_opengl: vdpau: fix certain cases of preemption recovery failuresGravatar wm42016-05-03
| | | | | | | | | | | | | | The vdpau_mixer could fail to be recreated properly if preemption occured at some point before playback initialization (like when using --hwdec-preload and the opengl-cb API). Normally, the vdpau_mixer was supposed to be marked invalid when the components using it detect a preemption, e.g. in hwdec_vdpau.c. This one didn't mark the vdpau_mixer as invalid if preemption was detected in reinit(), only in map_image(). It's cleaner to detect preemption directly in the vdpau_mixer, which ensures it's always recreated correctly.
* x11: extend --x11-bypass-compositor with fs-only optionGravatar wm42016-05-02
| | | | | | | | | | The "fs-only" choice sets the _NET_WM_BYPASS_COMPOSITOR to 1 if the window is fullscreened, and 0 otherwise. (0 is specified to be the implicit default - i.e. no change is requested in windowed mode.) In particular, change the default to "fs-only". Fixes #2582.
* win32: replace libuuid.a usage with initguid.hGravatar James Ross-Gowan2016-05-01
| | | | | | | | | | | | | | | Including initguid.h at the top of a file that uses references to GUIDs causes the GUIDs to be declared globally with __declspec(selectany). The 'selectany' attribute tells the linker to consolidate multiple definitions of each GUID, which would be great except that, in Cygwin and MinGW GCC 6.1, this method of linking makes the GUIDs conflict with the ones declared in libuuid.a. Since initguid.h obsoletes libuuid.a in modern compilers that support __declspec(selectany), add initguid.h to all files that use GUIDs and remove libuuid.a from the build. Fixes #3097
* os x: handle multiple dropped files on the windowGravatar Nyx0uf2016-04-30
| | | | | | Should fix #3076 (partially). Signed-off-by: wm4 <wm4@nowhere>
* w32_common: respect --fit-border on size checkGravatar maniak13492016-04-30
| | | | | | Fit whole window or just a client area in accord with value of --fit-border option. Fixes #2935.
* w32_common: fix size calculations for window resizeGravatar maniak13492016-04-30
| | | | | | | Substraction of 1 is not necessary due to .right and .bottom values of RECT struct describing a point one pixel outside of the rectangle. Fixes #2935. (2.b)
* d3d11va: fix invalid deref on decoder init failureGravatar Kevin Mitchell2016-04-29
| | | | fixes #3092
* d3d11va, dxva2: return the format struct directlyGravatar wm42016-04-29
| | | | Slight simplification, IMHO.