This implements a poll-compatible interface, backed by select on macOS,
suitable for polling on device files - which are not supported by
macOS's implementation of poll. This is a (long-standing) bug in macOS,
so hopefully we can eventually remove this shim.
The libavcodec mediacodec support does not conform to the new hwaccel
APIs yet. It has been agreed uppon that this glue code can be deleted
for now, and support for it will be restored at a later point.
Readding would require that it supports the AVCodecContext.hw_device_ctx
API. The hw_device_ctx would then contain the surface ID.
vo_mediacodec_embed would actually perform the task of creating
vo.hwdec_devs and adding a mp_hwdec_ctx, whose av_device_ref is a
AVHWDeviceContext containing the android surface.
It makes more sense to have it in the general video directory (along
with vdpau.c and vaapi.c), since the decoder source files don't even
access it anymore.
Like with all hwaccels, there's little that is actually specific to
decoding (which has been moved away anyway), and what is left are
declarations (which will also go away soon).
This has stopped being useful a long time ago, and it's the only GPL
source file in the vo_gpu source directories. Recently it wasn't even
loaded at all, unless you forced loading it.
Oops. This is part of the TV code, for which we didn't make any effort
to relicense. But files were always built, because they didn't depend on
the common TV code. (The HAVE_GPL in the source file exposed this by
making the build fail.)
These couldn't be relicensed, and won't survive the LGPL transition. The
other existing filters are mostly LGPL (except libaf glue code).
This remove the deprecated pan option. I guess it could be restored by
inserting a libavfilter filter (if there's one), but for now let it be
gone.
This temporarily breaks volume control (and things related to it, like
replaygain).
They were added to the "to deleted" list and never relicensed, because I
thought I'd delete them early. But it's possible that they'll stay in
mpv for a longer time, so relicense them. Still leaving them as
deprecated and scheduled for removal, so they can still be dropped once
there is a better way to deal with them, if they get annoying, or if a
better mechanism is found that makes them unnecessary.
All contributors agreed. There are some minor changes by people who did
not agree, but these are all not relevant or have been removed.
Almost all of them had their guts removed and replaced by libavfilter
long ago, but remove them anyway. They're pointless and have been
scheduled for deprecation.
Still leave vf_format (because we need it in some form) and vf_sub (not
sure).
This will break some builtin functionality: lavfi yadif defaults are
different, auto rotation and stereo3d downconversion are broken. These
might be fixed later.
We want to drop vf_scale, but we still need a way to auto convert
between imgfmts. In particular, vf.c will auto insert the "scale" filter
if the VO doesn't support a pixfmt.
To avoid chaos, create a new vf_convert.c filter, based on vf_scale.c,
but without the unrelicensed code parts. In particular, this filter does
not do scaling and has no options. It merely converts from one imgfmt to
another, if needed.
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.
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.
Signed-off-by: wm4 <wm4@nowhere>
Rename --stats to --load-stats-overlay and add an entry to options.rst
over the original commit.
Signed-off-by: wm4 <wm4@nowhere>
At the moment, rendering on Android requires ``--vo=opengl-cb`` and
a lot of java<->c++ bridging code to receive the receive and react to
the render callback in java. Performance also suffers with opengl-cb,
due to the overhead of context switching in JNI.
With this patch, Android can render using ``--vo=gpu --gpu-context=android``
(after setting ``--wid`` to point to an android.view.Surface on-screen).
The wayland code was written more than 4 years ago when wayland wasn't
even at version 1.0. This commit rewrites everything in a more modern way,
switches to using the new xdg v6 shell interface which solves a lot of bugs
and makes mpv tiling-friedly, adds support for drag and drop, adds support
for touchscreens, adds support for KDE's server decorations protocol,
and finally adds support for the new idle-inhibitor protocol.
It does not yet use the frame callback as a main rendering loop driver,
this will happen with a later commit.
Originally mpv vaapi support was based on the MPlayer-vaapi patches.
These were never merged in upstream MPlayer. The license headers
indicated they were GPL-only. Although the actual author agreed to
relicensing, the company employing him to write this code did not, so
the original code is unusable to us.
Fortunately, vaapi support was refactored and rewritten several times,
meaning little code is actually left. The previous commits removed or
moved that to GPL-only code. Namely, vo_vaapi.c remains GPL-only. The
other code went away or became unnecessary mainly because libavcodec
itself gained the ability to manage the hw decoder, and libavutil
provides code to manage vaapi surfaces. We also changed to mainly using
EGL interop, making any of the old rendering code unnecessary.
hwdec_vaglx.c is still GPL. It's possibly relicensable, because much of
it was changed, but I'm not too sure and further investigation would be
required. Also, this has been disabled by default for a while now, so
bothering with this is a waste of time. This commit simply disables it
at compile time as well in LGPL mode.
Now you need FFmpeg git, or something.
This also gets rid of the last real use of gpu_memcpy(). libavutil does
that itself. (vaapi.c still used it, but it was essentially unused,
because the code path isn't really in use anymore. It wasn't even
included due to the d3d-hwaccel dependency in wscript.)
In addition to the built-in nvidia compiler, we now also support a
backend based on libshaderc. shaderc is sort of like glslang except it
has a C API and is available as a dynamic library.
The generated SPIR-V is now cached alongside the VkPipeline in the
cached_program. We use a special cache header to ensure validity of this
cache before passing it blindly to the vulkan implementation, since
passing invalid SPIR-V can cause all sorts of nasty things. It's also
designed to self-invalidate if the compiler gets better, by offering a
catch-all `int compiler_version` that implementations can use as a cache
invalidation marker.
This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop!
Current problems / limitations / improvement opportunities:
1. The swapchain/flipping code violates the vulkan spec, by assuming
that the presentation queue will be bounded (in cases where rendering
is significantly faster than vsync). But apparently, there's simply
no better way to do this right now, to the point where even the
stupid cube.c examples from LunarG etc. do it wrong.
(cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370)
2. The memory allocator could be improved. (This is a universal
constant)
3. Could explore using push descriptors instead of descriptor sets,
especially since we expect to switch descriptors semi-often for some
passes (like interpolation). Probably won't make a difference, but
the synchronization overhead might be a factor. Who knows.
4. Parallelism across frames / async transfer is not well-defined, we
either need to use a better semaphore / command buffer strategy or a
resource pooling layer to safely handle cross-frame parallelism.
(That said, I gave resource pooling a try and was not happy with the
result at all - so I'm still exploring the semaphore strategy)
5. We aggressively use pipeline barriers where events would offer a much
more fine-grained synchronization mechanism. As a result of this, we
might be suffering from GPU bubbles due to too-short dependencies on
objects. (That said, I'm also exploring the use of semaphores as a an
ordering tactic which would allow cross-frame time slicing in theory)
Some minor changes to the vo_gpu and infrastructure, but nothing
consequential.
NOTE: For safety, all use of asynchronous commands / multiple command
pools is currently disabled completely. There are some left-over relics
of this in the code (e.g. the distinction between dev_poll and
pool_poll), but that is kept in place mostly because this will be
re-extended in the future (vulkan rev 2).
The queue count is also currently capped to 1, because of the lack of
cross-frame semaphores means we need the implicit synchronization from
the same-queue semantics to guarantee a correct result.
This is done in several steps:
1. refactor MPGLContext -> struct ra_ctx
2. move GL-specific stuff in vo_opengl into opengl/context.c
3. generalize context creation to support other APIs, and add --gpu-api
4. rename all of the --opengl- options that are no longer opengl-specific
5. move all of the stuff from opengl/* that isn't GL-specific into gpu/
(note: opengl/gl_utils.h became opengl/utils.h)
6. rename vo_opengl to vo_gpu
7. to handle window screenshots, the short-term approach was to just add
it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to
ra itself (and vo_gpu altered to compensate), but this was a stop-gap
measure to prevent this commit from getting too big
8. move ra->fns->flush to ra_gl_ctx instead
9. some other minor changes that I've probably already forgotten
Note: This is one half of a major refactor, the other half of which is
provided by rossy's following commit. This commit enables support for
all linux platforms, while his version enables support for all non-linux
platforms.
Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the
--opengl- options like --opengl-early-flush, --opengl-finish etc. Should
be a strict superset of the old functionality.
Disclaimer: Since I have no way of compiling mpv on all platforms, some
of these ports were done blindly. Specifically, the blind ports included
context_mali_fbdev.c and context_rpi.c. Since they're both based on
egl_helpers, the port should have gone smoothly without any major
changes required. But if somebody complains about a compile error on
those platforms (assuming anybody actually uses them), you know where to
complain.
See "Copyright" file for caveats.
This changes the remaining "almost LGPL" files to LGPL, because we think
that the conditions the author set for these was finally fulfilled.
This code could not be relicensed. The intention was to write new filter
code (which could handle both audio and video), but that's a bit of
work. Write some code that can do audio conversion (resampling,
downmixing, etc.) without the old audio filter chain code in order to
speed up the LGPL relicensing.
If you build with --disable-libaf, nothing in audio/filter/* is compiled
in. It breaks a few features, such as --volume, --af, pitch correction
on speed changes, replaygain.
Most likely this adds some bugs, even if --disable-libaf is not used.
(How the fuck does EOF notification work again anyway?)
Move it from af_lavrresample.c to a new aconverter.c file, which is
independent from the filter chain code. It also doesn't use mp_audio,
and thus has no GPL dependencies.
Preparation for later commits. Not particularly well tested, so have
fun.
Both the video equalizer command/option glue, which drives this filter,
as well as the filter itself are slightly GPL contaminated. So it goes.
After this commit, "--vf=eq" will actually use libavfilter's vf_eq (if
FFmpeg was compiled in GPL mode), but it has different options and will
not listen to the equalizer VOCTRLs.
This is pretty pointless, but I believe it allows us to claim that the
new code is not affected by the copyright of the old code. This is
needed, because the original mp_audio struct was written by someone who
has disagreed with LGPL relicensing (it was called af_data at the time,
and was defined in af.h).
The "GPL'ed" struct contents that surive are pretty trivial: just the
data pointer, and some metadata like the format, samplerate, etc. - but
at least in this case, any new code would be extremely similar anyway,
and I'm not really sure whether it's OK to claim different copyright. So
what we do is we just use AVFrame (which of course is LGPL with 100%
certainty), and add some accessors around it to adapt it to mpv
conventions.
Also, this gets rid of some annoying conventions of mp_audio, like the
struct fields that require using an accessor to write to them anyway.
For the most part, this change is only dumb replacements of mp_audio
related functions and fields. One minor actual change is that you can't
allocate the new type on the stack anymore.
Some code still uses mp_audio. All audio filter code will be deleted, so
it makes no sense to convert this code. (Audio filters which are LGPL
and which we keep will have to be ported to a new filter infrastructure
anyway.) player/audio.c uses it because it interacts with the old filter
code. push.c has some complex use of mp_audio and mp_audio_buffer, but
this and pull.c will most likely be rewritten to do something else.
This extracts non-ANGLE specific code to d3d11_helpers.c, which is
modeled after egl_helpers.c. Currently the only consumer is
context_angle.c, but in future this may allow the D3D11 device and
swapchain creation logic to be reused in other backends.
Also includes small improvements to D3D11 device creation. It is now
possible to create feature level 11_1 devices (though ANGLE does not
support these,) and BGRA swapchains, which might be slightly more
efficient than ARGB, since its the same format used by the compositor.
Actually GL-specific parts go into gl_utils.c/h, the shader cache
(gl_sc*) into shader_cache.c/h.
No semantic changes of any kind, except that the VAO helper is made
public again as part of gl_utils.c (all while the goal for gl_utils.c
itself is to be included by GL-specific code).
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.
Now it's sourced from the etc/ PNG files directly, instead of
preprocessing them with imagemagick.
Add some ad-hoc code to decode PNG files with libavcodec. At least we
can drop the zlib code in exchange.
This partially reverts the change from a longer time ago to always build
DXVA2 and D3D11VA together.
To make it simpler, we change the following:
- building with ANGLE headers is now required to build D3D hwaccels
- if DXVA2 is enabled, D3D11VA is still forcibly built
- the CLI vo_opengl ANGLE backend is now under --egl-angle-win32
This is done to reduce the dependency mess slightly.
In a bunch of cases, we emulate highly platform specific APIs on a
higher level across all OSes, such as IPC, terminal, subprocess
handling, and more. We have source files for each OS, and they implement
all the same mpv internal API.
Selecting which source file to use on an OS can be tricky, because there
is partially overlapping and emulated APIs (consider Cygwin on Windows).
Add a pick_first_matching_dep() function to make this slightly easier
and more structured.
Also add dummy backends in some cases, to deal with APIs not being
available.
Clarify the Windows dependency identifiers, as these are the most
confusing.