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* player: add experimental C plugin interfaceGravatar wm42017-01-12
| | | | | | | | | | | | | | | | | This basically reuses the scripting infrastructure. Note that this needs to be explicitly enabled at compilation. For one, enabling export for certain symbols from an executable seems to be quite toolchain-specific. It might not work outside of Linux and cause random problems within Linux. If C plugins actually become commonly used and this approach is starting to turn out as a problem, we can build mpv CLI as a wrapper for libmpv, which would remove the requirement that plugins pick up host symbols. I'm being lazy, so implementation/documentation are parked in existing files, even if that stuff doesn't necessarily belong there. Sue me, or better send patches.
* vaapi: support new libavcodec vaapi APIGravatar wm42017-01-11
| | | | | | | | | | | | | | | | | The old API is deprecated, and libavcodec prints a warning at runtime. The new API is a bit nicer and does many things for you, such as managing the underlying hwaccel decoder. libavutil also provides code for managing surfaces (we use their surface pool). The new code does not contain any code from the original MPlayer VAAPI patch (that was used as base for some of the vaapi code in mpv). Thus the new code is LGPL. The new API actually does not add any visible symbols, so the only way to detect it is a version check. Of course, the versions overlap between FFmpeg and Libav, which requires additional care. The new API did not get merged into FFmpeg yet, so there's no check for FFmpeg.
* vaapi: rename vaapi.c to vaapi_old.cGravatar wm42017-01-11
| | | | | vaapi.c will be reintroduced with the new code using the new libavcodec vaapi API.
* build: always run code generators before compilingGravatar Stefano Pigozzi2017-01-07
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* build: use matroska.py & file2string.py as python modulesGravatar Stefano Pigozzi2017-01-05
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* manpage: add table of contents to the HTML versionGravatar Zhiming Wang2016-12-14
| | | | | | | | The reST contents directive is added to mpv.rst. In wscript_build.py, the --strip-elements-with-class=contents option is needed for the rst2man call in order to prevent the TOC from appearing in mpv.1.
* wscript_build: rst2pdf: increase section break levelGravatar shinchiro2016-12-11
| | | | This fix broken pdf build and hopefully less fragile in future
* vo_opengl: hwdec_cuda: Use dynamic loading for cuda functionsGravatar Philip Langdale2016-11-23
| | | | | This change applies the pattern used in ffmpeg to dynamically load cuda, to avoid requiring the CUDA SDK at build time.
* wscript: fix typoGravatar wm42016-11-22
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* vf_vdpaurb: remove this filterGravatar wm42016-11-22
| | | | Was deprecated, superseded by --hwdec=vdpau-copy.
* audio/out: add AudioUnit output driver for iOSGravatar Aman Gupta2016-11-01
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* vo_tct: optional custom size, support non-posix with 80x25 defaultGravatar Avi Halachmi (:avih)2016-10-25
| | | | Also, replace the UTF8 half block char at the source code with C escape.
* vo_tct: introduce modern caca alternativeGravatar rr-2016-10-20
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* hwdec_cuda: Rename config variable to be more consistentGravatar Philip Langdale2016-09-16
| | | | | | 'cuda-gl' isn't right - you can turn this on without any GL and get some non-zero benefit (with the cuda-copy hwaccel). So 'cuda-hwaccel' seems more consistent with everything else.
* player: move builtin profiles to a separate fileGravatar wm42016-09-15
| | | | | | | | | Move the embedded string with the builtin profiles to a separate builtin.conf file. This makes it easier to read and edit, and you can also check it for errors with --include=etc/builtin.conf. (Normally errors are hidden intentionally, because there's no way to output error messages this early, and because some options might not be present on all platforms or with all configurations.)
* vo_opengl: mali fbdev supportGravatar wm42016-09-13
| | | | | | | | | | | | Minimal support just for testing. Only the window surface creation (including size determination) is really platform specific, so this could be some generic thing with platform-specific support as some sort of sub-driver, but on the other hand I don't see much of a need for such a thing. While most of the fbdev usage is done by the EGL driver, using this fbdev ioctl is apparently the only way to get the display resolution.
* vo_opengl: add hw overlay support and use it for RPIGravatar wm42016-09-12
| | | | | | | | | | | This overlay support specifically skips the OpenGL rendering chain, and uses GL rendering only for OSD/subtitles. This is for devices which don't have performant GL support. hwdec_rpi.c contains code ported from vo_rpi.c. vo_rpi.c is going to be deprecated. I left in the code for uploading sw surfaces (as it might be slightly more efficient for rendering sw decoded video), although it's dead code for now.
* build: recompile zsh completion if zsh.pl changesGravatar Philip Sequeira2016-09-10
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* hwdec/opengl: Add support for CUDA and cuvid/NvDecodeGravatar Philip Langdale2016-09-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Nvidia's "NvDecode" API (up until recently called "cuvid" is a cross platform, but nvidia proprietary API that exposes their hardware video decoding capabilities. It is analogous to their DXVA or VDPAU support on Windows or Linux but without using platform specific API calls. As a rule, you'd rather use DXVA or VDPAU as these are more mature and well supported APIs, but on Linux, VDPAU is falling behind the hardware capabilities, and there's no sign that nvidia are making the investments to update it. Most concretely, this means that there is no VP8/9 or HEVC Main10 support in VDPAU. On the other hand, NvDecode does export vp8/9 and partial support for HEVC Main10 (more on that below). ffmpeg already has support in the form of the "cuvid" family of decoders. Due to the design of the API, it is best exposed as a full decoder rather than an hwaccel. As such, there are decoders like h264_cuvid, hevc_cuvid, etc. These decoders support two output paths today - in both cases, NV12 frames are returned, either in CUDA device memory or regular system memory. In the case of the system memory path, the decoders can be used as-is in mpv today with a command line like: mpv --vd=lavc:h264_cuvid foobar.mp4 Doing this will take advantage of hardware decoding, but the cost of the memcpy to system memory adds up, especially for high resolution video (4K etc). To avoid that, we need an hwdec that takes advantage of CUDA's OpenGL interop to copy from device memory into OpenGL textures. That is what this change implements. The process is relatively simple as only basic device context aquisition needs to be done by us - the CUDA buffer pool is managed by the decoder - thankfully. The hwdec looks a bit like the vdpau interop one - the hwdec maintains a single set of plane textures and each output frame is repeatedly mapped into these textures to pass on. The frames are always in NV12 format, at least until 10bit output supports emerges. The only slightly interesting part of the copying process is that CUDA works by associating PBOs, so we need to define these for each of the textures. TODO Items: * I need to add a download_image function for screenshots. This would do the same copy to system memory that the decoder's system memory output does. * There are items to investigate on the ffmpeg side. There appears to be a problem with timestamps for some content. Final note: I mentioned HEVC Main10. While there is no 10bit output support, NvDecode can return dithered 8bit NV12 so you can take advantage of the hardware acceleration. This particular mode requires compiling ffmpeg with a modified header (or possibly the CUDA 8 RC) and is not upstream in ffmpeg yet. Usage: You will need to specify vo=opengl and hwdec=cuda. Note that hwdec=auto will probably not work as it will try to use vdpau first. mpv --hwdec=cuda --vo=opengl foobar.mp4 If you want to use filters that require frames in system memory, just use the decoder directly without the hwdec, as documented above.
* misc: add some annoying mpv_node helpersGravatar wm42016-08-28
| | | | | | | Sigh. Some parts of mpv essentially duplicate this code (with varrying levels of triviality) - this can be fixed "later".
* audio/filter: remove delay audio filterGravatar Paul B Mahol2016-08-12
| | | | Similar filter is available in libavfilter.
* client API: add stream_cb API for user-defined stream implementationsGravatar Aman Gupta2016-08-07
| | | | | | Based on #2630. Some heavy changes by committer. Signed-off-by: wm4 <wm4@nowhere>
* wscript: add proper non-version'd SONAME for AndroidGravatar Jan Ekström2016-07-30
| | | | | This seems to have become a requirement since API target 23+, and matches what FFmpeg does.
* build: add --htmldir optionGravatar Chris Mayo2016-07-30
| | | | | Defaults to docdir but makes it possible to install html documentation separately.
* audio: refactor mixer code and delete mixer.cGravatar wm42016-07-17
| | | | | | | | | | | | | | | | | mixer.c didn't really deserve to be separate anymore, as half of its contents were unnecessary glue code after recent changes. It also created a weird split between audio.c and af.c due to the fact that mixer.c could insert audio filters. With the code being in audio.c directly, together with other code that unserts filters during runtime, it will be possible to cleanup this code a bit and make it work like the video filter code. As part of this change, make the balance code work like the volume code, and add an option to back the current balance value. Also, since the balance semantics are unexpected for most users (panning between the audio channels, instead of just changing the relative volume), and there are some other volumes, formally deprecate both the old property and the new option.
* d3d: merge angle_common.h into d3d.hGravatar wm42016-06-28
| | | | | | | | OK, this was dumb. The file didn't have much to do with ANGLE, and the functionality can simply be moved to d3d.c. That file contains helpers for decoding, but can always be present (on Windows) since it doesn't access any D3D specific libavcodec APIs. Thus it doesn't need to be conditionally built like the actual hwaccel wrappers.
* vo_opengl: remove prescaling framework with superxbr prescalerGravatar Bin Jin2016-06-18
| | | | Signed-off-by: wm4 <wm4@nowhere>
* vo_opengl: remove nnedi3 prescalerGravatar Bin Jin2016-06-18
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* vo_opengl: fix d3d11 hardware decoding probing on Windows 7Gravatar wm42016-06-09
| | | | | | | | | | | | | | | Although D3D11 video decoding is unuspported on Windows 7, the associated APIs almost work. Where they fail is texture creation, where we try to create D3D11_BIND_DECODER surfaces. So specifically try to detect this situation. One issue is that once the hwdec interop is created, the damage is done, and it can't use another backend (because currently only 1 hwdec backend is supported). So that's where we prevent attempts to use it. It still can fail when trying to use d3d11va-copy (since that doesn't require an interop backend), but at that point we don't care anymore - dxva2(-copy) is tried before that anyway.
* build: don't install tests, only build themGravatar Ilya Tumaykin2016-05-29
| | | | | Considering tests are usually executed right after a successful build, there's no reason to keep them around for later.
* video: remove d3d11 video processor use from OpenGL interopGravatar wm42016-05-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* vf_d3d11vpp: add a D3D11 video processor filterGravatar wm42016-05-28
| | | | | | | | | | | | | | | | | Main use: deinterlacing. I'm not sure how to select the deinterlacing mode at all. You can enumate the available video processors, but at least on Intel, all of them either signal support for all deinterlacers, or none (the latter is apparently used for IVTC). I haven't found anything that actually tells the processor _which_ algorithm to use. Another strange detail is how to select top/bottom fields and field dominance. At least I'm getting quite similar results to vavpp on Linux, so I'm content with it for now. Future plans include removing the D3D11 video processor use from the ANGLE interop code.
* vf_vavpp: move frame handling to separate fileGravatar wm42016-05-25
| | | | | | | | | | | | | | Move the handling of the future/past frames and the associated dataflow rules to a separate source file. While this on its own seems rather questionable and just inflates the code, I intend to reuse it for other filters. The logic is annoying enough that it shouldn't be duplicated a bunch of times. (I considered other ways of sharing this logic, such as an uber- deinterlace filter, which would access the hardware deinterlacer via a different API. Although that sounds like kind of the right approach, this would have other problems, so let's not, at least for now.)
* video: merge dxva2 source filesGravatar wm42016-05-17
| | | | | | | video/dxva2.c exported only 2 functions, both used only by video/decode/dxva2.c. The same was already done for d3d11.
* vo_opengl: support external user hooksGravatar Niklas Haas2016-05-15
| | | | | | | | | | | This allows users to add their own near-arbitrary hooks to the vo_opengl processing pipeline, greatly enhancing the flexibility of user shaders. This enables, among other things, user shaders such as CrossBilateral, SuperRes, LumaSharpen and many more. To make parsing the user shaders easier, shaders are now loaded as bstrs, and the hooks are set up during video reconfig instead of on every single frame.
* 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.
* 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.
* 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.
* d3d11va: store texture/subindex in IMGFMT_D3D11VA plane pointersGravatar wm42016-04-27
| | | | | | | | | Basically this gets rid of the need for the accessors in d3d11va.h, and the code can be cleaned up a little bit. Note that libavcodec only defines a ID3D11VideoDecoderOutputView pointer in the last plane pointers, but it tolerates/passes through the other plane pointers we set.
* vo_opengl: D3D11VA + ANGLE interopGravatar wm42016-04-27
| | | | | | | | | | | | | | | | | | | This uses ID3D11VideoProcessor to convert the video to a RGBA surface, which is then bound to ANGLE. Currently ANGLE does not provide any way to bind nv12 surfaces directly, so this will have to do. ID3D11VideoContext1 would give us slightly more control about the colorspace conversion, though it's still not good, and not available in MinGW headers yet. The video processor is created lazily, because we need to have the coded frame size, of which AVFrame and mp_image have no concept of. Doing the creation lazily is less of a pain than somehow hacking the coded frame size into mp_image. I'm not really sure how ID3D11VideoProcessorInputView is supposed to work. We recreate it on every frame, which is simple and hopefully doesn't affect performance.
* vd_lavc: simplify RPI and Mediacodec wrappersGravatar wm42016-04-25
| | | | | | | | | | | | Use the recently added lavc_suffix mechanism to select the wrapper decoder. With all hwdec callbacks being optional, and RPI/Mediacodec having only dummy callbacks, all the callbacks can be removed as well. The result is that the vd_lavc_hwdec struct for both of them is tiny. It's better to move them to vd_lavc.c directly, because they are so trivial and small.
* vd_lavc: add d3d11va hwdecGravatar Kevin Mitchell2016-03-30
| | | | | | This commit adds the d3d11va-copy hwdec mode using the ffmpeg d3d11va api. Functions in common with dxva2 are handled in a separate decode/d3d.c file. A future commit will rewrite decode/dxva2.c to share this code.
* Add a mediacodec decoder hwdec wrapperGravatar Jan Ekström2016-03-25
| | | | | Does the same thing as the rpi one - makes fallback possible by pretending that h264_mediacodec is a hwdec.
* ipc: add Windows implementation with named pipesGravatar James Ross-Gowan2016-03-23
| | | | | | | | | | | | | | | This implements the JSON IPC protocol with named pipes, which are probably the closest Windows equivalent to Unix domain sockets in terms of functionality. Like with Unix sockets, this will allow mpv to listen for IPC connections and handle multiple IPC clients at once. A few cross platform libraries and frameworks (Qt, node.js) use named pipes for IPC on Windows and Unix sockets on Linux and Unix, so hopefully this will ease the creation of portable JSON IPC clients. Unlike the Unix implementation, this doesn't share code with --input-file, meaning --input-file on Windows won't understand JSON commands (yet.) Sharing code and removing the separate implementation in pipe-win32.c is definitely a possible future improvement.
* build: be less strict about line endingsGravatar wm42016-03-11
| | | | This is a shitty hack, but also not terribly offensive.
* vo_opengl: add dxva2 interop to angle backendGravatar Kevin Mitchell2016-03-10
| | | | | | Like dxinterop, this uses StretchRect or RGB conversion. This is unavoidable as long as we use the dxva2 API, as there is no way to access the raw hardware decoded Direct3D9 surfaces.
* build: install symbolic SVG iconGravatar Jashandeep Sohi2016-03-10
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* demux: add null demuxerGravatar wm42016-03-04
| | | | It's useless, but can be used for fancy --lavfi-complex nonsense.
* ao: initial OpenSL ES supportGravatar Ilya Zhuravlev2016-02-27
| | | | | | | | OpenSL ES is used on Android. At the moment only stereo output is supported. Two options are supported: 'frames-per-buffer' and 'sample-rate'. To get better latency the user of libmpv should pass values obtained from AudioManager.getProperty(PROPERTY_OUTPUT_FRAMES_PER_BUFFER) and AudioManager.getProperty(PROPERTY_OUTPUT_SAMPLE_RATE).