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mirror of https://github.com/mpv-player/mpv synced 2024-10-02 16:25:33 +02:00
Commit Graph

214 Commits

Author SHA1 Message Date
wm4
a76f3e8e46 vo_opengl: minor coding style adjustment 2016-03-24 21:23:22 +01:00
wm4
da015d9d00 vo_opengl: utils: some more minor shader string building optimization
Instead of reallocating almost all of the shader string several times
per pass, build it into a fixed buffer that will be reallocated as
needed.

While this still uses a linear search and full comparison of the shader
text, this will compare the shader's string length first before doing a
full comparison as a nice side effect. (That's also why the fragment
shader is compared first - it's more likely to be different for
different cache entries than the vertex shader stub.)
2016-03-24 21:22:10 +01:00
wm4
30e94fa711 vo_opengl: utils: slightly optimize shader string building
Use bstr as appending buffer, which should avoid frequent reallocation
and copying. The previous commit should help with this a little.
2016-03-23 22:03:53 +01:00
wm4
c7f802ee45 vo_opengl_cb: fix NULL deref
Broken in commit d6c99c85. vo_opengl_cb.c adds the corner case that
p->osd can be NULL. This make opengl-cb always crash.
2016-03-23 14:49:39 +01:00
wm4
fd3ae6c561 vo_opengl: fix blend-subtitles=video in some cases
Shader miscompilation and bad output.

Regression probably since commit 93546f0c (or one of the following
ones).

Fixes #2982.
2016-03-22 13:34:52 +01:00
wm4
d6c99c8513 vo_opengl, osd: allow osc.lua to react faster on resizes
Glitches when resizing are still possible, but are reduced. Other VOs
could support this too, but don't need to do so.

(Totally avoiding glitches would be much more effort, and probably not
worth the trouble. How about you just watch the video the player is
playing, instead of spending your time resizing the window.)
2016-03-21 22:23:41 +01:00
wm4
3353923f29 vo_opengl: GLX: try to create 3.3 core profile context
Until now, we have tried to create a GL 3.0 context. The main reason for
this is that many Mesa-based drivers did not support anything better.
But some drivers (Mesa AMD) will not report a higher OpenGL version,
because their compatibility mode is restricted. While later GL features
are reported as extensions just fine, there doesn't seem to be a way to
determine or enable higher GLSL versions.

Add some more shitty hacks to try to deal with this messed up situation,
and try to probe each interesting GL version separately (starting with
3.3, then 3.2 etc.). Other backends might suffer from similar problems,
but these will have to deal with it on their own.

Probably fixes #2938, or maybe not.
2016-03-19 19:31:17 +01:00
wm4
0d19316de2 vo_opengl: dxva2egl: ignore alpha component in the mapped video
converted_imgfmt will be used by the renderer logic to build an
appropriate shader chain. It doesn't influence the format of any
textures. Thus it doesn't matter whether the hw video surface is mapped
as RGB or RGBA. What matters is if the video actually contains alpha or
not. Since virtually all hardware decoder do not support alpha in any
way, this can be hardcoded as "no alpha".

This avoids unnecessary GPU work.
2016-03-17 14:58:49 +01:00
wm4
45db7d52a9 vo_opengl: fix operation without GL_ARB_texture_rg
This also gets rid of the kind of hard to read texture swizzle setup and
turns it into something dumber.

Assumes that we don't create any FBOs with 2 channel formats. (Only the
video source textures are handled by this commit.)
2016-03-17 12:50:26 +01:00
wm4
71642f5d23 vo_opengl: fix sharpen filter
Regression since commit 93546f0c.

Fixes #2956.
2016-03-16 19:09:52 +01:00
Kevin Mitchell
d756dd8cbf vo_opengl: only open one OpenGL/DX interop handle when using dxva2
Previously, gl->DXOpenDeviceNV was called twice using dxva2 with dxinterop. AMD
drivers refused to allow this. With this commit, context_dxinterop sets its own
implementation of MPGetNativeDisplay, which can return either a
IDirect3DDevice9Ex or a dxinterop_device_HANDLE depending on the "name" request
string. hwdec_dxva2gldx then requests both of these avoiding the need to call
gl->DXOpenDeviceNV a second time.
2016-03-15 17:04:58 -07:00
Kevin Mitchell
8ff09f3217 vo_opengl: add dxva2 interop to angle backend
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.
2016-03-10 15:49:55 -08:00
wm4
0e1e4005fb vo_opengl: use the same type for cached and current uniform values
Slightly improvement over the previous commit.
2016-03-10 22:42:20 +01:00
igv
5199c2ee3a vo_opengl: cache the values of the uniform variables 2016-03-10 22:40:14 +01:00
igv
95ca308d44 vo_opengl: cache the locations of the uniform variables 2016-03-09 22:57:05 +01:00
Niklas Haas
2db1b9e474 vo_opengl: decrease default superxbr-edge-strength
The default of 1.0 was basically making half the algorithm do nothing,
since it turned off all diagonal contributions. The upstream default is
0.6, and this produces a more reasonable image.
2016-03-07 22:31:15 +01:00
Niklas Haas
c68721b832 vo_opengl: improve superxbr algorithm
The values were changed to reflect an upstream change in the source for
the super-xBR implementation.

The anti-ringing code was basically not working at all, the new
algorithm _significantly_ improves the result (reduces ringing).
2016-03-07 22:31:15 +01:00
Niklas Haas
9f91bc4b75 vo_opengl: refactor superxbr algorithm
This is a fresh implementation from scratch that carries with it
significantly less baggage and verbosity from the previous (ported)
version.

The actual values for the masks and such were copied from the
current code. Behavior and performance should be unaffected.

An important difference between the old code and the new code is that
the new code always explicitly samples from the first component, rather
than being able to process multiple planes at once.

Since prescale-luma only affects luma, I deemed this unnecessary. May
change in the future, if prescale-chroma ever gets implemented. But
prescaling multiple planes would be slow to do this way. (Better would
be to generalize it to differently-sized vectors)
2016-03-07 22:31:15 +01:00
Niklas Haas
a4dfc28fe1 vo_opengl: refactor plane-skipping optimizations
Instead of hard-coding the logic and planes to skip, factor this out
to a reusible function, and instead add the number of relevant
coordinates to the texture state.
2016-03-05 13:08:38 +01:00
Niklas Haas
b81036524a vo_opengl: rename prescale to prescale-luma
Since prescale now literally only affects the luma plane (and the
filters are all designed for luma-only operation either way), the option
has been renamed and the documentation updated to clarify this.
2016-03-05 13:08:38 +01:00
Niklas Haas
8ac6f6acf0 vo_opengl: add macros for scaler units
There was no real point in hard-coding these all over the place,
especially since the order was sort of arbitrary and confusing.
2016-03-05 13:08:38 +01:00
Niklas Haas
93546f0c2f vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.

In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)

This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.

It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).

Some other notable changes (and potential improvements):

- texture expansion is now *always* handled in pass_read_video, and the
  colormatrix never does this anymore. (Which means the code could
  probably be removed from the colormatrix generation logic, modulo some
  other VOs)

- struct fbo_tex now stores both its "physical" and "logical"
  (configured) size, which cuts down on the amount of width/height
  baggage on some function calls

- vo_opengl can now technically support textures with different bit
  depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
  inside img_format.c doesn't export this (nor does ffmpeg support it,
  really) so the status quo of using the same tex_mul for all planes is
  kept.

- dumb_mode is now only needed because of the indirect_fbo being in the
  main rendering pipeline. If we reintroduce p->use_indirect and thread
  a transform through the entire program this could be skipped where
  unnecessary, allowing for the removal of dumb_mode. But I'm not sure
  how to do this in a clean way. (Which is part of why it got introduced
  to begin with)

- It would be trivial to resurrect source-shader now (it would just be
  one extra 'if' inside pass_read_video).
2016-03-05 13:08:38 +01:00
wm4
5c20263364 vo_opengl: wayland: don't destroy NULL wl_egl_window
The wayland client API crashes intentionally when trying to free NULL
objects. (Thanks.)
2016-03-03 15:30:28 +01:00
igv
b638a413c3 vo_opengl: remove redundant code 2016-02-28 17:46:16 +01:00
igv
8bafd68fff vo_opengl: set uniform variable "pixel_size" for internal shaders 2016-02-26 23:21:03 +01:00
igv
3d2fb9e9a8 vo_opengl: dxinterop: fix compatibility issue with Vista 2016-02-26 23:20:27 +01:00
wm4
f0b15ad447 vo_opengl, vo_rpi: unbreak a few things
Commit 2f562825 didn't remove the "color" declaration for these. Since
the shader header already declares it, shader compilation broke.
2016-02-24 10:23:50 +01:00
Niklas Haas
2f562825e0 vo_opengl: declare vec4 color inside fragment shader stub
Why was this done so stupidly, with so many complicated special cases,
before? Declare it once so the shader bits don't have to figure out where
and when to do so themselves.
2016-02-23 20:58:15 +01:00
igv
f0794d0544 vo_opengl: set uniform variable "pixel_size"
pixel_size is often used variable, also reciprocal is a costly operation
for AMD and older nVidia (prior to Kepler) GPUs.
2016-02-22 22:33:04 +01:00
igv
935c8402bc vo_opengl: set the correct size of the input image 2016-02-22 22:32:49 +01:00
James Ross-Gowan
53ef4822e8 dxva2: fix shared surface type
The WGL_NV_DX_interop spec says that a shared IDirect3DSurface9 must not
be lockable, but off-screen plain surfaces are always lockable and using
them causes Nvidia drivers to crash. Use a rendertarget for the shared
surface instead.

This also changes the name of the DX_interop handle for the rendertarget
to match the name of the DirectX object (rather than the GL one) to
match the convention used in context_dxinterop.c.
2016-02-19 00:37:21 +11:00
wm4
c01aaabb3e vo_opengl: use correct gl_target variable
p->gl_target and plane->gl_target are always the same value here, but
semantically plane->gl_target is the correct one.
2016-02-18 10:46:03 +01:00
wm4
57c31f4130 vo_opengl: don't use normalized coords for debanding rectangle textures
Fixes #2831.
2016-02-18 10:42:26 +01:00
wm4
d6af58c699 vo_opengl: pass the correct target to deband functions
Apple crap (namely hardware decoding interop) forces us to use rectangle
textures for input. But after that we continue with normal textures.
This was not considered for debanding, and the sampler type used for it
can be different depending on the exact render chain. Simply use the
target type of the input texture.
2016-02-18 10:41:13 +01:00
Kevin Mitchell
0d40140668 wscript: remove dxva2-dxinterop configure test
Wasn't really necessary as it was equivalent to gl-dxinterop.
2016-02-17 10:17:52 -08:00
Kevin Mitchell
2d1f42089c vo_opengl: dxinterop: add dxva2 passthrough
Use dxva2 surface to fill RGB IDirect3DSurface9 shared with opengl via
DXRegisterObjectNV.
2016-02-17 09:07:12 -08:00
Kevin Mitchell
941885b62c vo_opengl: dxinterop: improve error messages
* use mp_HRESULT_to_str/mp_LastError_to_str
* make some messages non-identical
* replace "GL" -> "OpenGL"
* change some MP_FATAL to MP_ERR that don't actually kill the vo
2016-02-17 06:59:02 -08:00
wm4
fd80fcd3f3 vo_opengl: unconfuse Coverity
It thinks that integer_conv_fbo[index] is implied to be accessed with up
to index=5. Although that is theoretical only, it has a point that this
makes no sense. Use the same constant for the array allocation, to make
it more uniform and robust.

Fixes CID 1350060.
2016-02-12 15:56:58 +01:00
Jan Ekström
4b97869e5f Enable building the opengl-cb video renderer on Android
* Add Android-specific OpenGL ES feature and checks
* Add missing GL_* symbols for Android
  (list gathered by Ilya Zhuravlev <whatever@xyz.is>)
2016-02-10 21:29:42 +01:00
wm4
9f6dfaabf9 vo_opengl: vdpau: call glVDPAUFiniNV only if initialized
This is "more correct". See #2798.
2016-02-08 13:39:33 +01:00
wm4
05ffde6599 vo_opengl: hwdec: use IDs for API, and log which backend is used
Since there can be multiple backends for a single API (vaapi can use GLX
or EGL), not logging the exact backend name is annoying. So add it. At
the same time, there is no need to duplicate the name as used by the
--hwdec options, so replace it with using the numeric hwdec API ID.
2016-02-01 20:02:52 +01:00
wm4
fb3b8e1e25 vo_opengl: do chroma merging in integer conversion stage
This is a huge win when playing yuv420p10 on ANGLE - the 2 conversion
stages for planes 1 and 2 and the chroma merging stage are all merged
into one.
2016-01-27 21:08:30 +01:00
wm4
f8bb24184b vo_opengl: add precision qualifier to usampler2D on ANGLE
GLES requires this. Some more common sampler types have default
precisions, but not usampler2D. Newer ANGLE builds verify this more
strictly than older builds, so this wasn't caught before.

Fixes #2761.
2016-01-27 21:07:57 +01:00
wm4
34bead4859 vo_opengl: replace tscale-interpolates-only with interpolation-threshold
The previous approach was too naive, and can e.g. ruin playback if
scheduling switches e.g. between 1 and 2 vsync per frame.
2016-01-27 21:07:17 +01:00
wm4
7b6e3772ab vo_opengl: support 10 bit support with ANGLE
GLES does not support high bit depth fixed point textures for unknown
reasons, so direct 10 bit input is not possible. But we can still use
integer textures, which are supported by GLES 3.0. These store integer
data just like the standard fixed point textures, except they are not
normalized on sampling. They also don't support bilinear filtering, and
require a special sampler ("usampler2D").

While these texture formats enable us to shuffle the data to the GPU,
they're rather impractical with the requirements mentioned above and our
current architecture. One problem is that most code assumes it can
always use bilinear scaling (even if bilinear is never used when using
appropriate scale/cscale options). Another is that we don't have any
concept of running a function on a texture in an uniform way.

So for now, run a simple conversion step through a FBO. The FBO will use
the rgba16f format normally, which gives enough bits for 10 bit, and
will at least gracefully degrade with higher depth input.

This is bound to be much slower than a more "direct" method, but at
least it works and is simple to implement.

The odd change of function call order in init_video() is to properly
disable "dumb mode" (no FBO use) if these texture formats are in use.
2016-01-26 21:35:23 +01:00
wm4
beb7094301 vo_opengl: actually reset use_normalized_range field
This was never reset - absolutely can't be right. If the renderer
somehow switches back to another codepath, it certainly has to be reset.
Maybe this was hard to hit, as the normalization is going to be
idempotent in simpler cases (like rendering RGBA input).

Also get rid of the "merged" variable.
2016-01-26 21:35:23 +01:00
wm4
fc3ca14ef7 vo_opengl: default to rgba16f FBOs on ANGLE
Although it has only 1 bit more precission than rgba10_a2, it was
reported to improve the visual quality.
2016-01-26 21:35:16 +01:00
wm4
521110054d vo_opengl: add tscale-interpolates-only sub-option 2016-01-25 21:46:40 +01:00
wm4
bd1fb6f9b1 vo_opengl: default scaler-resizes-only sub-option to yes
Often requested. The main argument, that prominent scalers like sharpen
change the image even if no scaling happens, disappeared anyway.
("sharpen", unsharp masking, is neither prominent nor a scaler anymore.
This is an artifact from MPlayer, which fuses unsharp masking with
bilinear scaling in order to make it single-pass, or so.)
2016-01-25 21:46:40 +01:00
wm4
7f300b4204 vo_opengl: rename custom shader entrypoint from sample to sample_pixel
"sample" is a reserved identifier at least in GLES ES. Suggestions for a
better name than "sample_pixel" are still welcome.

Fixes #2733.
2016-01-25 20:24:41 +01:00