This option has been deprecated upstream for a long time, probably
doesn't even work anymore, and won't work moving forwards as we replace
the vulkan code by libplacebo wrappers.
I haven't removed the option completely yet since in theory we could
still add support for e.g. a native glslang wrapper in the future. But
most likely the future of this code is deletion.
As an aside, fix an issue where the man page didn't mention d3d11.
`vkGetPhysicalDeviceProperties2KHR` was added in Vulkan 1.0.39,
but 1.0.61 from Ubuntu Xenial (16.04) was the lowest anyone tried
to build mpv with as of late, so we are marking that as the minimum
required version.
This fixes issues arising during build time from having too old
version of vulkan available on a system, instead of causing a failure
to build.
Despite their place in the tree, hwdecs can be loaded and used just
fine by the vulkan GPU backend.
In this change we add Vulkan interop support to the cuda/nvdec hwdec.
The overall process is mostly straight forward, so the main observation
here is that I had to implement it using an intermediate Vulkan buffer
because the direct VkImage usage is blocked by a bug in the nvidia
driver. When that gets fixed, I will revist this.
Nevertheless, the intermediate buffer copy is very cheap as it's all
device memory from start to finish. Overall CPU utilisiation is pretty
much the same as with the OpenGL GPU backend.
Note that we cannot use a single intermediate buffer - rather there
is a pool of them. This is done because the cuda memcpys are not
explicitly synchronised with the texture uploads.
In the basic case, this doesn't matter because the hwdec is not
asked to map and copy the next frame until after the previous one
is rendered. In the interpolation case, we need extra future frames
available immediately, so we'll be asked to map/copy those frames
and vulkan will be asked to render them. So far, harmless right? No.
All the vulkan rendering, including the upload steps, are batched
together and end up running very asynchronously from the CUDA copies.
The end result is that all the copies happen one after another, and
only then do the uploads happen, which means all textures are uploaded
the same, final, frame data. Whoops. Unsurprisingly this results in
the jerky motion because every 3/4 frames are identical.
The buffer pool ensures that we do not overwrite a buffer that is
still waiting to be uploaded. The ra_buf_pool implementation
automatically checks if existing buffers are available for use and
only creates a new one if it really has to. It's hard to say for sure
what the maximum number of buffers might be but we believe it won't
be so large as to make this strategy unusable. The highest I've seen
is 12 when using interpolation with tscale=bicubic.
A future optimisation here is to synchronise the CUDA copies with
respect to the vulkan uploads. This can be done with shared semaphores
that would ensure the copy of the second frames only happens after the
upload of the first frame, and so on. This isn't trivial to implement
as I'd have to first adjust the hwdec code to use asynchronous cuda;
without that, there's no way to use the semaphore for synchronisation.
This should result in fewer intermediate buffers being required.
This started breaking with newer (2.0.x) waf versions, and it was
noticed that a built-in waf module was providing very similar
functionality.
APPNAME definition was required to have `gnu_dirs`' PACKAGE
variable to be defined in order to have f.ex. documentation
installed to the correct directory.
Currently unused options added by `gnu_dirs` were removed to clean
up the output of the help command.
Effective changes to behavior:
- `gnu_dirs` will attempt to figure out if it needs to use lib64
instead of lib within your installation prefix. If you would
like it to not do that, set `--libdir` during configuration.
The way it tries to figure lib/lib64 out is if there's a
`/usr/lib64` and no `/usr/lib32`.
- `--incdir` is now `--includedir` as per standard `gnu_dirs`
behavior.
This was there originally to detect too-old versions of ffmpeg. We now
only support >= 4.0, so it's not relevant. We just need the dependencies
to be present.
The CUDA dynamic loader was broken out of ffmpeg into its own repo
and package. This gives us an opportunity to re-use it in mpv and
remove our custom loader logic.
libavcodec normally drops subtitle lines that fail a check for invalid
UTF-8 (their check is slightly broken too, by the way). This was always
annoying and inconvenient, but now there is a mechanism to prevent
it from doing this. Requires newst libavcodec.
This includes codec/muxer/demuxer iteration (different iteration
function, registration functions deprecated), and the renaming of
AVFormatContext.filename to url (plus making it a malloced string).
Libav doesn't have the new API yet, so it will break. I hope they will
add the new APIs too.
this is meant to replace the old and not properly working vo_gpu/opengl
cocoa backend in the future. the problems are various shortcomings of
Apple's opengl implementation and buggy behaviour in certain
circumstances that couldn't be properly worked around. there are also
certain regressions on newer macOS versions from 10.11 onwards.
- awful opengl performance with a none layer backed context
- huge amount of dropped frames with an early context flush
- flickering of system elements like the dock or volume indicator
- double buffering not properly working with a none layer backed context
- bad performance in fullscreen because of system optimisations
all the problems were caused by using a normal opengl context, that
seems somewhat abandoned by apple, and are fixed by using a layer backed
opengl context instead. problems that couldn't be fixed could be
properly worked around.
this has all features our old backend has sans the wid embedding,
the possibility to disable the automatic GPU switching and taking
screenshots of the window content. the first was deemed unnecessary by
me for now, since i just use the libmpv API that others can use anyway.
second is technically not possible atm because we have to pre-allocate
our opengl context at a time the config isn't read yet, so we can't get
the needed property. third one is a bit tricky because of deadlocking
and it needed to be in sync, hopefully i can work around that in the
future.
this also has at least one additional feature or eye-candy. a properly
working fullscreen animation with the native fs. also since this is a
direct port of the old backend of the parts that could be used, though
with adaptions and improvements, this looks a lot cleaner and easier to
understand.
some credit goes to @pigoz for the initial swift build support which
i could improve upon.
Fixes: #5478, #5393, #5152, #5151, #4615, #4476, #3978, #3746, #3739,
#2392, #2217
This seems to fix issues when building on windows where compiling mpv.rc
after a `waf clean` resulted in a failure because version.h was not
always present
Libav has been broken due to the hwdec changes. This was always a
temporary situation (depended on pending patches to be merged), although
it took a bit longer. This also restores the travis config.
One code change is needed in vd_lavc.c, because it checks the AV_PIX_FMT
for videotoolbox (as opposed to the mpv format identifier), which is not
available in Libav. Add an ifdef; the affected code is for a deprecated
option anyway.
vo_x11 and vo_xv need this. According to the Linux manpage, all involved
functions are POSIX-2001 anyway. (I just assumed they were not, because
they're mostly System V UNIX legacy garbage.)
Looks like this is covered by LGPL relicensing agreements now.
Notes about contributors who could not be reached or who didn't agree:
Commit 7fccb6486e has tons of mp_msg changes look like they are not
copyrightable (even if they were, all mp_msg calls were rewritten in
mpv times again). The additional play() change looks suspicious, but
the function was rewritten several times anyway (first time after that
commit in 4f40ec312).
Commit 89ed1748ae was rewritten in commit 325311af3 and then again
several times after that. Basically all this code is unnecessary in
modern mpv and has been removed.
No code survived from the following commits: 4d31c3c53, 61ecf838f2,
d38968bd, 4deb67c3f. At least two cosmetic typo fixes are not
considered as well.
Commit 22bb046ad is reverted (this wasn't a valid warning anyway, just
a C++-ism icc applied to C). Using the constants is nicer, but at least
I don't have to decide whether that change was copyrightable.
The shader cache in ra_d3d11 caches the result of shaderc, crossc and
the D3DCompiler DLL, so it should be invalidated when any of those
components are updated. This should make the cache more reliable, which
makes it safer to enable gpu-shader-cache-dir. Shader compilation is
slow with D3D11, so gpu-shader-cache-dir is highly necessary
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
Apparently some people want this. Actually making it compile is still
their problem, though, and I expect that build with FFmpeg upstream will
occasionally be broken (as it is right now). This is because mpv also
relies on API provided by Libav, and if FFmpeg hasn't merged that yet,
it's not our problem - we provide a version of FFmpeg upstream with
those changes merged, and it's called ffmpeg-mpv.
Also adjust the README which still talked about FFmpeg releases.
This is required now. Can't have FFmpeg upstream randomly break us and
then not fix it (like this recent EOF issue).
Upstream FFmpeg is of course still supported, but you will need to edit
the build scripts. Official support is only with the master branch of
our own repo.
This removes the need for codec- and API-specific knowledge in the
libavcodec hardware acceleration API user. For mpv, this removes the
need for vd_lavc_hwdec.pixfmt_map and a few other things. (For now, we
still keep the "old" parts for the sake of supporting older Libav, and
FFgarbage.)
This commit allows to use the AV_PIX_FMT_DRM_PRIME newly introduced
format in ffmpeg that allows decoders to provide an AVDRMFrameDescriptor
struct.
That struct holds dmabuf fds and information allowing zerocopy rendering
using KMS / DRM Atomic.
This has been tested on RockChip ROCK64 device.
Rename --enable-preliminary-lgpl2 to --enable-gpl. This concludes the
relicensing. Some things are still to do (relicensing some still-GPL
optional code), but we consider the code included by --enable-gpl to be
fully relicensed.
The relicensing was performed by asking every known author for
permission for relicensing it to LGPL version 2.1 "or later". If an
author could not be contacted or permission could not be obtained, and
the contribution was considered relevant for copyright purposes, the
affected code was either excluded from LGPL mode (not built), or removed
or rewritten. This is the standard in open source relicensing processes.
Keep in mind that using LGPL mode is still on the user's own risk. Even
though I claim that the relicensing was pretty clean and thorough
(measured on the standards of the open source community¹), and I
followed the advice of some actual experts, there is still a residual
uncertainty due to the fact that I'm not an all-knowing entity (authors
could have taken someone else's code and pretend it's their own) nor a
lawyer (meaning I might lack associated authority or expertise), and the
fact that the judicial system is far from deterministic. The relicensing
was performed merely to the best of my knowledge. I reject all
responsibility outside of that.
This commit also cleans up the "Copyright" file to reflect the finalized
relicensing process.
¹ Not to imply that the standards of commercial companies are much
higher. Some major tech companies get away with stuff I would not
consider clean.
See #2033.